Full scale practice, training and diagnostic system method and software medium including highlighted progression illuminations and field embedded pressure sensors for use by positional players in sole and team-based sports as well as other non-athletic training applications

ABSTRACT

A full scale practice, training and diagnostic system, method and software medium for providing highlighted progression and tempo illuminations of a practicing player in a first variant. Additional variants provide for field embedded pressure sensors in the field/court surface, as well as on the individual training or practicing person or player, in order to provide each of impact/injury analysis as well as multi-dimensional sensor profile analysis for a given practice activity.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application is a continuation-in-part of U.S. Ser. No.15/715,510 filed Sep. 26, 2017. The '510 application is acontinuation-in-part of U.S. Ser. No. 15/484,326 filed Apr. 11, 2017.The '326 application claims the priority of U.S. Ser. No. 62/320,642filed Apr. 11, 2016, the contents of which is incorporated herein in itsentirety.

FIELD OF THE INVENTION

The present invention discloses a full scale practice, training, anddiagnostic system, method and software medium for providing highlightedprogression illuminations in a first variant. Additional variantsprovide for field embedded sensors in the field/court surface as well ason the individual training or practicing person or player in order toprovide each of impact/injury analysis as well as multi-dimensionalsensor profile analysis for a given activity. Illuminated paths providedby the highlighted progression illuminations can also include any ofvariations in path direction, as well as of colors, widths, or blinkingand can also include representation for each of intended play and ball(game object) flights or directions.

Related non-transitory computerized methods, computer readable storagemedium, and computer program product utilizing code components are alsointegrated into an associated management system for effectively trackingthe movement(s) of the training/practicing players in a manner which canemulate the full scale execution of movement in a given activity beingpracticed, trained, or otherwise monitored. Additional aspects of thepresent invention can also include a full scale replay and practicesystem for team-oriented practice sessions and individual match-upsimulation and which provides an enhanced audio-visual system, process,and computer readable medium focusing on individual positional-baseddigital replay within a team-based sport in order to provide for bothteam and individual player development, including providing bettersimulation of game-play speed and precision of opponent players.

The present system also provides full scale visual references forplayers and coaches of plays, routing, timing, speed, defensive zonecoverage areas, etc., as opposed to only traditional playbook, film, ortablet play review. Additional purposes of the present system includesthe ability to reduce practice team size and for the player (or teamunit) to practice individually and efficiently, as well as the systemenables uniform and repeatable testing and evaluation of each player,unit, or team, such as by repeating an identical play protocol.

Features include the ability to present a planned play's time sequenced,choreographed component execution and track time and motion progressionand tempo of the player(s) as represented by either or both ofilluminating elements embedded within a field/court surface or beingrepresented on a visual display associated with a communicating andprocessor driven device. The following disclosure and appendedillustrations further clarify that the invention could be provided asany of a field, turf, court, rink, or other surface embedded orsupported grid, light, sensor, or other non-limiting arrangement, suchfurther being integrated into any plurality of elongated mat rolls,interconnected grid components, etc. within which the illuminatingelements are integrated.

BACKGROUND OF THE INVENTION

Prior art systems are generally known for providing computerized orprocessor-based tracking of sporting events. A first example of this isthe system of Aldridge et al., US 2015/0312504 for recording and timingof events, such including a camera system for capturing images of theevents and having a clock. An event recorder is provided for detectingthe events and is communicated with the clock. A data processing systemassigns times provided by the clock to the images captured by the camerasystem and events detected by the event recorder.

DeAngelis et al., US 2011/0169959 teaches a computer implemented methodfor determining a target situation in an athletic event. Positionalinformation including the relative positions of a group of selectedparticipants is initially received from a tracking system, with theaggregate motion of the selected participants being detected inreal-time using the positional information. In this fashion, the targetsituation may be determined to have occurred when a change in theaggregate motion occurs in accordance with a predeterminedcharacteristic during an initial time interval.

A related system and method for providing feedback to at least oneparticipant in a field of play is disclosed in DeAngelis et al., US2012/0081531, and in which a performance analysis device determinesperformance information of each participant in the field of play, suchinformation being based upon at least one of determined location, speed,path, acceleration, and biometrics of each participant. At least oneoutput device provides real-time feedback to the participant based uponthe performance information. The real-time feedback includes performanceinformation of the participant and/or of one or more of the otherparticipants in the field of play.

A further related object tracking and anti-jitter filter system andmethod is disclosed in DeAngelis et al., US 2014/0132452, and in which aplurality of raw location points is received from a tracking tagattached to a tracked object. The location points are stored within araw location points buffer and, such points within an averaging windoware averaged to generate an averaged location point, such being storedwithin an averaged location points buffer for use within the objecttracking system.

The technology associated with the above references is commerciallyincorporated into a self-contained player tracking system and gameanalysis technology (IsoLynx, LLC and Lynx System Developers, Inc.)which automatically locates every athlete on a field with a precisioncalibrated at 25 intervals/iterations per second. Intelligent automaticcameras are provided for targeting to provide isolation video coveragefor any player or object of interest and which follow assigned targetsanywhere within its range of imaging. An associated software packagecommunicates with all of the cameras to provide a display output (suchas on any digitally reproducing television as well as on digital screensassociated with any of a mobile phone, tablet, or laptop/desktopcomputer) for displaying, storing, and replaying of every player'slocation, such being linked to time-synchronized video feeds.

Dartmouth College's online publication, which can be accessed at URLwebsitehttp://now.dartmouth.edu/2015/08/dartmouth-football-kicks-high-tech-season,discloses a virtual reality practice technology, known as STRIVR, whichuses an Oculus Rift headset and a customized multi-camera devicedesigned to take video in all directions. The system allows players toput on the headset and be totally immersed in a live-action practicewith their teammates on their home field.

Another feature of the system is the provision of a mobile virtualplayer (MVP or mobile tacking dummy) which is provided in the form of awheeled, self-righting, and remotely controlled assembly which simulatesa football player and their movement thereby allowing players to makefull contact while minimizing head and neck injuries. The MVP is capableof being remotely controlled, such as by a coach or other individual.

An example of the mobile virtual player (MVP) is depicted in U.S. Pat.No. 9,427,649 to Teevens which simulates a player motion and includes aball drive, omni-directional members positioned proximate to and inengagement with the ball drive, at least one motor connected to theomni-directional members and providing a motive force to the members andball drive, a controller controlling the motor and pads positioned onthe device. The device is described as mimicking the unpredictablemotion of a live player to provide a safe alternative to live play toincrease player safety and decrease incidence of injuries duringpractice sessions.

Related controlled mobile practice dummies and devices further includeeach of Kastner USSN 2016/0375337 and Peterson US 2013/0053189. In theparticular case of Kastner '337, the device can also include an on-boardprocessor along with motion sensors for allowing the device to evade orattack approaching objects or tacklers. Other features include anycombination of location or proximity detection devices for initiatingun-programmed response motion of device (e.g., evasive maneuvers). Asensor-locator system could be incorporated into player uniforms orhelmets and the device may also include cameras for first person viewand ease of driving and/or film review for training purposes.

U.S. Pat. No. 9,588,519, to Stubbs, teaches short range transmissionsused to identify potential interactions between warehouse workers andwarehouse robots in automated warehouses. The robot can be equipped withone or more short range transmission tags, such as radio frequencyidentification (RFID) tags, while the warehouse worker can be equippedwith a short range transmission reader, such as an RFID reader. Therobot can detect a warehouse worker that is within range when the RFIDtags on the robot are written to by the RFID reader. The warehouserobots and warehouse workers can also be equipped with one or morecameras to identify fiducials in the automated warehouse and to reporttheir positions. A central control or interaction server can ensure thatwarehouse robots and warehouse workers are routed appropriately to avoidincidents.

Yeager, US 2016/0310817 teaches a robot for playing games and drills ona standard court or field, such as for dispensing tennis balls, duringwhich the robot will simulate the competitive play of a human opponentwith specific playing characteristics such as strategy, physicality,playing style, and skill level. The robot is small enough and lightenough to be easily stored, transported, and deployed; has a ballstorage device for retrieving, storing, and dispensing the balls; canreload the balls into the ball storage device by catching them or byautonomously reloading them; has a ball firing system that is compact,lightweight, and efficient, that can generate the shot dynamics that thecorresponding human opponent would be capable of generating; has a drivesystem that makes it capable of moving around the court at speeds thatare comparable to the speed of the human opponent that is beingsimulated; has the ability to call shots In or Out, keep the score,provide coaching, and keeps a record over time of the player'sperformance against different categories of simulated opponents.

SUMMARY OF THE PRESENT INVENTION

The present invention discloses a full scale practice, training anddiagnostic system, method, and software medium for providing highlightedprogression and tempo illuminations in a first variant. Additionalvariants provide for field embedded sensors in the field/court surfaceas well as on the individual training or practicing person or player inorder to provide each of impact/injury analysis as well asmulti-dimensional sensor profile analysis for a given activity.Illuminated pathways can further account for any of variations of pathcolors, widths, or blinking and can also include representation of eachof the intended play and ball (game object) flights or direction.

Related non-transitory computerized methods, computer readable storagemedium, and computer programs are also integrated into the processor andmanagement system for tracking full scale execution of movement in agiven activity being practiced, trained, or otherwise monitored.Additional aspects of the system include, along with associated methodand computer readable medium, providing full scale positional playertraining with digital replay capabilities of an individual engaged in aphysical event, such including any of a positional (team) based sport orindividual one-on-one competition event.

The present invention also includes any of multiple variants of a gridof interconnected, processor controlled, and communicable lightingelements, and which are provided alternatively or in combination with acorresponding grid of pressure sensors embedded within a surfaceassociated with the event (non-limiting examples of which can includeany of a turf, hard court, ice arena, gymnastics mat, or floor, etc.).The present invention also envisions input and output sound/audialcomponents as well as pressure, sound, etc. sensors which can operateseparately or in combination with the lighting/pressure sensor elementsand the input/output audial components.

The lighting or pressure sensor elements, in one non-limitingapplication, interface with at least one of the player wearable sensors,as well as interfacing with a remote processor device for receivingsignals from the sensors and, in response thereto, providing an audiovisual representation, to one or more external devices, of any number ofparameters associated with individual performance. In a furthersimplified application, the illumination elements and pressure sensorsare operated by a separate control platform in order to provide aprogressing play or player position and orientation representationsimulating real time game play whether from a designed playbook play,practiced play, or previously recorded game play, such a controlplatform further providing the ability to modify the lightprojections/illuminations and sequences in response to additional inputsprovided by the player wearable sensor and such as in order to furthermodify a progressing light sequence in response to “in play” movement ofthe training player(s).

Proximity related sensor/communication features can also be integratedinto the invention and further aid in establishing any component (gameobject, player, field sensors, drones, etc.,) for providing absolutepositioning-location and relative position-location with each component,such component positioning or location providing critical functionalityto the present invention. Without limitation, any suitable proximitysensor designs known in the relevant technical art can be utilizedwithin the scope of teachings of the present invention in order toprovide functionality to the field elements and capabilities beingdescribed herein.

The lighting elements can be further used to indicate a planneddefensive scheme (e.g., zone coverage areas) to an opposing offensiveplay setup. In this example, the defensive players(s) progressions ormovements during the play can be tracked and aligned with the initialplanned defensive scheme. Via the system management/control system, thefull scale play progressions (of the lights and/or drones) for one ormore player components can be rewound or backed-up in a step-likefashion, forwarded in a step-like fashion, resumed, slowed-down,speeded-up, have a segment repeated, etc. to enhance the learningprocess much like the controls on a video recorder device replaying afilm.

Additional features include the provision of at least one sensor furtherincluding a plurality of sensors associated with any of the positionalplayer, a game ball, and/or an opposing player. The player or playingsurface illuminating lighting array can further include color controlledlighting elements integrated into the player or game play ball forassisting in providing or enhancing visual representation/indication ofany of speed, acceleration, trajectory, situational status changes,etc., of either or both the players and/or the game ball (football,baseball, basketball, hockey puck, etc.).

Other features include a control platform associated with the processordevice for assembling and recording a plurality of the signals into aconsecutive number of play files for any of each of a plurality of gameplays, as well as for play capture and review comparison, analysis, andmetrics. This can also include “scripted” plays such as in a footballapplication in which a first drive series results in a succession ofplays occurring in a no huddle sequence.

A non-limiting variant of the invention includes the provision of anynumber of sensors associated with the individual and such as which canbe worn on the uniform or attached to a part of the player's equipment.Yet additional features include the provision of cameras or digitalrecording devices, such as which can be embedded within any of thepositional/opposing players and/or any interactive droid or roboticdevices, this again including utilization in any type of “full scale” orthree dimensional simulations.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the attached drawings, when read incombination with the following detailed description, wherein likereference numerals refer to like parts throughout the several views, andin which:

FIG. 1 is a plan view representation of a typical field of playaccording to the Prior Art which is presented in the form of a footballfield but can be any type of court, rink, field, gymnastic mat, floormat, etc. and which can form part of any system, method and/orassociated non-transitory computer readable or software algorithmicmedia associated with the present inventions;

FIG. 2 is a succeeding illustration showing a grid of multi-coloredlights and input sensors embedded within the field of play according toa two dimensional variant, the lights and sensors(s) configurations andassociated modules typically each integrating any form of a single boardprocessor, without limitation including any type of (Raspberry Pi orother single/multiple board processor depending upon the processingrequirements of the application. The processor is further arranged inany version of wireless communication, such including but not limited toany of Bluetooth, Bluetooth Low Energy, ZigBee, ANT (Multi-Cast WirelessSensor Network Technology), WiFi, NFC (Near Field Communication) or anysuitable communication with additional sensors associated with thepositional player and related devices (e.g., football) and which canprovide different light densities or colors for designating such asfield positioning accuracy, with higher density outputs being used tocreate lines and shapes (e.g., player type such as center, lineman,receiver, etc. of varying widths, styles, blink rates, etc.) and showsituation state changes, as well as showing the embedded sensors in thefield of play which can also be just in communication with the othersensors;

FIG. 3 is a succeeding detail field of play view which depicts a subsetnumber of the light/sensor components along with a listing of fielddetails/capabilities associated with the grid style arrangement andwhich, as is further described and additionally illustrated, includesthe ability to mimic players movement (speed/acceleration, direction,etc.) both in terms of the practice player and a light showrepresentation of an opposing player;

FIG. 4 is a pre-snap replay (on field and/or screen) representation of alight/sensor application with still position designations for bothoffensive and defensive player positions as well as any of initialposition, motion (pre-snap), movement (post-snap), and ending positions;

FIG. 5 is a related pre-snap time sequenced, choreographed motiondepiction from FIG. 4;

FIG. 6 additionally depicts post-snap movement in combination withinitial position and pre-snap motions;

FIG. 7 is an end of play depiction of the arrangement of FIG. 4 andillustrating end of play positions associated with both blocking andreceiving routes conducted by the offense in combination with aresponsive depiction of a defensive secondary pursuit relating theretoand such as which can further include both ball flight motions anddefense training against offense setups and vice-a-versa;

FIG. 8 is a further positional play training illustration providing adepiction of play execution including any of individual, sub-team,full-team, and play practice scenarios with individual game play,including diagramming of on field planned play execution, run play,routes, or other motions with or without planned play highlighted on thefield, and showing comparisons or actual versus planned routes post playexecution, including analysis and metrics information in field usinglighting to show message such as passing execution, late, wrong route,percentage of speed of play, etc., such information being viewable ontablet or other control devices as well;

FIG. 9 is an illustration of a three dimensional variant of the presentinventions and which also includes an arrangement of 2D lights/sensorsin combination with any number of programmable robots/droids mimickingopposing positional player attributes and positioning during executionof play, and to assist in training the practicing player(s) in terms oftechnique, positioning, speed, etc.;

FIG. 10 is a representation of the robot of FIG. 9 combined with examplelight images/shapes representing player positions of FIGS. 4-7;

FIG. 11 is an illustration of one non-limiting illuminating array ofconnected light illuminating/sound emitting elements including flushupper surface positioned and durable lens surfaces which areincorporated into an embedded body surrounded by pressure or motionsensor pads and potentially audio recording/microphone devices;

FIGS. 12-12B are illustrations of an alternate variant of a plurality ofindividual light/sound emitting elements, audio inputs/outputs, andpressure activated sensors embedded within a semi rigid matconfiguration which may be adapted to being placed upon a hard orsemi-hard court surface, the mat configured in either of hinge/rolled orsegmented and interconnected form;

FIG. 12C-12D illustrate a further variant of a faux grass fielddepiction in which the lighting elements are substituted by segregatedbunches of artificial and translucent/transparent grass bladed connectedto a processor input/output associated with the control platform;

FIG. 13 is a further detailed field of view play similar to therepresentations of FIGS. 2-3 and illustrating a variety of additionalconfigurations made possible by the present invention, such includingvarieties of additional multi-colored lights patterns and progressionsassociated with the game play simulation options provided by the presentsystem, such further including individualized designations for showingball movement, route and speed along with rapidly progressing/changingrepresentations for any of a variety of player movements, as well as theuse of any of embedded pressure switches, near field sensors, audiosensors, and the like for measuring and tracking a practice player'sresponse;

FIG. 14 is an additional detail field of play view which illustratesvarying player progressions with varying route component speeds/cadencesusing different shapes or lines, such being depicted by changing lineprogression thicknesses (intensity and number of progressing lightsbeing illuminated), blinking intensity, changing colors, and withdifferent player routes further being represented or distinguished bydifferent colors, a replay of such routes further being envisioned asdepicted by any of highlighted, blinking or other representations;

FIG. 15 is a diagrammatic illustration of a system software setupassociated with the control platform of the present invention;

FIG. 15A is a further illustration of a system management architectureassociated with the control platform of FIG. 15 and providing additionaldetail as to each of interface, processing, and field/device componentsassociated with the present invention;

FIGS. 15B-15F provide an exemplary play execution module using the DroneManagement System along with further illustrations and detail of thecontrol platform subcomponents, such including each of Play BuilderModule, Player Cataloger and Management System, Play Scripter/Trainer,and Play and Replay Drone Controller;

FIGS. 16A-16D illustrate examples of additional configurations to thedrones which can be utilized as part of a game play system utilizing thefield of play embedded lights/sensors, as well as standaloneapplications in which the robots/droids are provided without the fieldsensors for providing any type of individualized or choreographedsimulation for providing positional player and team playing options;

FIG. 17 is an illustration of a detail field of play view, such asutilizing droid options depicted in FIGS. 16A-16D and in which any ofindividual, unit, or team training occurs, such as again with or withoutan associated grid of lighting/audial/pressure sensors;

FIG. 18 is a general representation of a baseball diamond application ofthe present system incorporating a lighting grid pattern in combinationwith a ball delivery droid and providing for both of planned and actualfielder designated responses additional to ball flight depictions;

FIG. 19 is a diagrammatic illustration showing multiple representationsof a player distance, velocity and acceleration components, such asoccurring over a practice play iteration according to one non-limitingapplication of the present invention;

FIG. 20 is a graphical depiction of a plurality of field highlighted andintended route progressions which correspond to sequential optionsassociated with offensive training team players according to a givenplay iteration;

FIG. 21 is a graphical depiction of a further plurality of fieldhighlighted depictions such as corresponding to zone defenseresponsibilities for defensive training team players;

FIG. 22 is a depiction of a blocking scheme associated with a furthervariant of the present invention utilizing field embedded pressuresensors;

FIG. 23 is a ground force measurement depiction utilizing the embeddedfield sensors measured in Newtons over time;

FIG. 24 is an illustration of a player gait cycle for right and leftsteps;

FIG. 25 provides a repeating series of representations of each of anormal gait cycle, a high variability in step width gait cycle, a highvariability in step length gait cycle and a right step length longerthan left gait cycle indicative of a post impact diagnosis;

FIGS. 26A and 26B are perspective illustrations of pressure transducerelements according to known designs in the Prior Art;

FIG. 27 further illustrates a plurality of the transducer elements shownin FIG. 26A integrated into a continuous mat which is in turn embeddedin the playing surface;

FIG. 28 is an exploded perspective of a single axis ground forcemeasurement embedded pressure sensor array according to one non-limitingvariant of the present inventions;

FIG. 29 is an illustration of a roll-up mat configuration similar toFIG. 12A and illustrating a further variant of combination light andpressure sensor embedded field array;

FIG. 30 is an illustration of a combination of multiple pressure sensorcontaining sheets or multiple single sensors which are integrated into aground force measurement analysis assembly similar to that depicted inthe related variant of FIG. 28;

FIG. 31 is an illustration of a sensor sheet, such as which can beintegrated into the assembly of FIG. 30 and which would be layeredunderneath the grass blades or turf, along with presenting a map of anexemplary application force distribution associated with the sensorsheet;

FIG. 32 is an illustration of a single sensor such as which could beintegrated into the sheet assembly of FIG. 31;

FIG. 33A is a pressure mapping illustration of a player impact depictionboth on a field surface as well as on a user screen according to thepresent invention;

FIG. 33B is a subset illustration taken from FIG. 30A of a static impactdepiction associated with the field embedded sensor array; and

FIG. 33C is a succeeding depiction of FIG. 30B and illustrating atime-based sliding impact representation succeeding from the initialimpact and which further provides for pressure gradient depictions suchas corresponding with the graphical displays of FIG. 23.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

As will be described in reference to the following illustrations, thepresent invention teaches each of an enhanced audio-visual system,process, and computer readable medium. As will be further described, thesystem includes (to scale) full and life size replay and associatedplayer analysis functionality, focusing on individual positional baseddigital replay within any individual or team-based sport in order toprovide for both team and individual player development, includingproviding better full scale, on-field simulation of game-play speed andprecision of opponent players, and beyond which is provided by prior artgame play tracking and analysis technology, notably the IsoLynx systemsdescribed in the background art section. Additional applications of thepresent system include the use of programmed droids (such not limited totackling dummy's with portable drive mechanisms) which can be providedboth as part of a light/sound/pressure sensor grid environment, as wellas which can be provided according to a dedicated or stand-alone playertraining environment to provide player practice and instruction (theterm player training being loosely applied and understood to refer toany individual engaged in a simulated training sequence which can alsoinclude applications outside sports such as in law enforcement trainingprotocols and like environments).

In one non-limiting application, the present invention teaches a fullscale replay and practice system for team-oriented sport practicesessions and including in particular individual positional playermatch-up simulations, such including individual playbook trainingshowing, visually to scale, what a given play, i.e. offense vs. defenseor vice-a-versa, should look like in terms of route, timing, etc., andfurther depicting as to how a given play was practiced and then comparedwith analysis and metrics (see FIG. 8). Such system could further beused in a manner to test, score, rank, etc. a player's, unit's, orteam's knowledge of a team's playbook by announcement of a series ofplays to run, recording the executed plays, and then comparing theplanned vs. actual execution. Aspects of the system, process andcomputer readable medium include the ability to simulate or replicategame plays (such as broken down by position) at any of full speed orslowed speed, as well as at any enhanced/speed plus rate. The systemlikewise applies to defense practice at any speed (plus or minus) totrain or get used to opposing simulated player speed(s) and ballrouting, such being further reflected by any or all of light/audioprogressions displayed and emitted from the field of play along withreplicating remote illustrations on any processor display device.Additionally, defensive coverage scheme(s) play design, execution, andadherence can be visually displayed, recorded and replayed. Thisfunctionality further provides the ability to simulate positional playertraining in each of route running (e.g., in the instance of a footballversion with a wide receiver position (such as an ally or fellow teamplayer) playing opposite a safety or defensive back) or other positionalplayer motion associated with the play or other game progressionprotocol.

Given the above, and referencing initially to FIG. 1, a plan viewrepresentation 10 is provided of a typical field of play according tothe existing Prior Art which is presented in the form of a footballfield but can be any type of court, rink, field, playing surface mat,etc. and which can form part of any of a system, method and/orassociated non-transitory computer readable or software algorithmicmedia associated with the present inventions. FIG. 2 is a succeedingillustration of a game play field 10; according to one non-limitingillustration of the present invention (e.g., again showing a footballfield layout similar to FIG. 1) and depicting a grid of multi-coloredlights, see as depicted as individual light supporting bodies at 12, 14,16, et seq., which can be any of embedded within or projecting from thefield of play (such shown as a football field with end zones) accordingto an initial two dimensional variant of the present inventions.

With succeeding reference to the additional figures presented in thedescription, additional non-limiting variants of the present inventionscan include the lighting/audio/pressure sensors or elements beingembedded into any of grass or artificial turf fields, as well as otherturf, mat, or embedded surfaces also including any type of hard/softcourts, such as a basketball court floor. One non-limiting variant caninclude a rigid upper transparent or translucent light emitting surfacewhich cannot be damaged by the player stepping upon it and which ispreferably positioned level with the playing surface so as not tointerfere with practice play or training. Without limitation, the lightsand supporting bodies can be provided as individual LED housings whichare surface mounted into the field of play in a dedicated grid pattern(such as one per every one half square foot however can also be placedat other spatial iterations).

Without limitation, the light emitting or illumination (e.g., LED,polymer or glass fiber optical or other) components can provide eitheror both of color or intensity components and each typically integrates aresident power source along with any form of a single board processor(Raspberry Pi or the like) which is in wireless communication (e.g.,Bluetooth, Bluetooth Low Energy, ZigBee, ANT, WiFi, NFC—Near FieldCommunication) with additional sensors associated with the positionalplayer and related devices (e.g., football) as well as being incommunication with one or more remote processor driven devices such as aPC tablet, phone, laptop, etc. ANT networks are further understood toreference one area of body area network (BAM) or personal area network(PAN) and denote proprietary (but open access) multicast wireless sensornetwork technologies defined by wireless communication protocol stacksthat enable hardware operating in the 2.4 GHz ISM (industrial,scientific and medical) radio band (typically to physical ranges of upto 100 m) to communicate by establishing standard rules forco-existence, data representation, signaling, authentication, and errordetection. Conceptually, ANT networks are similar to Bluetooth lowenergy, but are oriented towards usage with sensors and are desired foruse with low bit-rate and low power sensor networks, this in order toallow many ANT devices (via adaptive isochronous transmission) tocommunicate concurrently without interference from one another.

As will be described in further detail with reference to the succeedingillustrations, the individual lighting units can emit different lightdensities or colors (either three dimensionally in an upwardlyprojecting fashion or in association with a two dimensional templateplatform or surface depiction) for designating such as field positioningaccuracy player movement/routing progression or tracing, with higherdensity outputs being used to create varying line thicknesses, styles,blink rates, etc. and shapes (e.g., player type such as center, lineman,receiver, etc., object ball location, and offense and defensive players,play state changes, zone coverage areas, and informational messages).Along these lines, it is further understood that the illuminatingintensity and/or density of the lights (and shapes created thereby aswill be further described) can be variable for representing any ofplayer type/position for each sport to which the present system isapplicable.

As will also be further described, the lighting elements can beprogressively illuminated to provide vivid travel (player and objectball) progressions (in any of real time, speeded-up time or slowed-downtime) to assist in player training protocols. The present inventionfurther envisions the use of audio outputs, such as piezo speakers orthe like, can be integrated into some or all of the lighting element andin order to additionally provide a life-like audio output aspect of areal time training protocol, such operating in combination with theprogression of the light illuminating and sequencing for assisting inproviding life-like game play simulation and training, and which canmimic first string quality player moves and techniques to assist inenhanced training of the positional player or review of team or opponentplays in a playbook.

Proceeding to FIG. 3, a succeeding detail field of play view isgenerally shown at 18 which depicts a subset number of the light/sensorcomponents, shown at 20, 22, 24, et seq., and which are understood to beany variation of those shown at 12, 14, 16, et seq. in FIG. 2, alongwith a listing of field details/capabilities associated with the gridstyle arrangement, including mimicking player movement(speed/acceleration, direction, etc.) both in terms of the practiceplayer and a light show representation of an opposing player. The fielddetail depicted is again intended to include either or both of the LED(or other illuminating) components of FIG. 2, as well as potentiallyincluding additional sensors (e.g., pressure, sound) which are dispersedacross the field of play in a manner which provides full coverage in agrid defined fashion and without obstructing player movement.

Additional envisioned variants of the system envision the individuallight/sensor components 20, 22, 24, et seq. being independentlycontrolled, either via the movement of the positional training playerwho may be wired with ground surface depressible motion/pressuresensors, or by a wirelessly communicating and external processor devicehaving a display screen and including such as a smart phone, tablet, orlaptop (as further represented at 21) which communicates with aprocessor (further at 23) in communication with the lighting displayelements (or other types of sensors not limited pressure switch sensorsand the like).

For clarification, the inventions contemplate any one of multiple andnon-limiting applications, such as in one instance in which the playerwearable sensors signal outputs which are read by inputs build into thegrid and then translated to the associated control platform. The playerworn sensors can also be communicated in two way fashion directly to thecontrol platform without interfacing with inputs associated with thegrid elements. A further application relies on the utilization of builtin pressure switch aspect of the individual playing surface implantedelements for providing positional player tracking and progressions.

It is further understood that processor 23 can interface the fieldembedded individual units (again by any of wired or wireless protocols)with any number of the remote processor and display devices in turnconnected by such as Internet based or other protocol.

In alternate embodiments, the remote processor devices (laptop, tablet,mobile phone, etc. at 21) can interface with the field embedded units ina proximity located application (e.g., coach on the field with a mobiledevice). Regardless of the application, and without limitation, theindividual light components are capable of displaying lines, shapes,etc., for representing player location, movement, play state changes(e.g., off sides, ball snapped), etc. (reference being further had tosubsequent illustrations FIG. 4 et seq.).

An associated illumination density is also possible in order to providea requisite level of detail required for tracking and replaying allplayer positions, movements, etc., as well as other trackable replayinformation (e.g., ball flight and the like). This can also includeadding any of displaying lines, alphanumeric messages, play metrics forplayer and team performance, etc.

Associated controls provide the ability to create shapes, colors, etc.,to display any of initial, current, and final player paths and positionsin a time sequenced, choreographed fashion (as further depicted in FIGS.4-7). As will be further described in detail, the use of the variousarrows and position identifiers is intended to show the player/objectprogressions or movements from an initial to final motion (ending)position.

The use of wirelessly communicating touch screen tablets, smart phones,ect., further enables such as a coach to draw in plays, routes, etc.,such being replicated by the arrangement of light and intensity patternsdisplayed by the surface embedded components in order to provide eitherof training for the positional (training) player and/or to mimic thespeed and route of the opposing positional player (either actual orsupposed) and/or a path of travel of a game ball utilized during theplay.

In this fashion, the system enables the ability to recreate, at aminimum, the positional/motion conditions associated with a play or timeprogression motion of a player, such at any speed up to or exceedingreal time play conditions in order to assist in training the positionalplayer under game play conditions and tempo. The additional use ofsensor components (not shown however envisioned to be such as eitherembedded into the player's shoes or into the ground or previouslydescribed grid system) can be utilized in combination with the fieldembedded components in order to provide additional detail as to playerpositioning, orientation, and momentum (e.g., by measuring a pushing offforce exerted upon the ground such as to assess player responsive motionor landing impact forces associated with the player falling or gettingtackled to the ground).

It is also understood that, via the system management/control system,the full scale play progressions (of the lights and/or drones) for oneor more player components can be rewound or backed-up in a step-likefashion, forwarded in a step-like fashion, resumed, slowed-down,speeded-up, have a segment repeated, etc. to enhance the learningprocess much like the controls on a video recorder device replaying afilm. Additional features include the replay system supporting therunning of plays from various origins, such as a designed playbook play,an actual recorded practice play, a recorded play from a previous game(e.g., using the IsoLynx recorded information), etc. In this manner, theindividual components of a play (i.e., 1-n players involved in the play)can be run individually or together in a variable rate, timesequenced/choreographed execution showing “the play” evolving whether itis one player or the combined team's play execution.

Consistent with the above description, FIG. 11 is an exemplary andnon-limiting illustration of one non-limiting illuminating array ofindividual and inter-connected light illuminating, sound emitting,pressure sensing, etc. sensor elements, see generally at 100, 102, whichcan be embedded into any non-limiting playing surface (field, mat, hardcourt, soft court, etc.). Each of these individual assemblies caninclude a body, 104/106, having any shape and terminating in a flushupper surface positioned and durable lens surface 108/110 which areincorporated into the embedded body.

The elements 100, 102, et seq., can be either individually orcollectively powered and, additional to the sensor functionality of theindividual lighting assemblies, such as which interfacing with any typeof player worn proximity sensor (see strap mounted sensor 101 for player94 in FIG. 9), other and additional sensor applications may includeeither or both of a pressure pad (see at 112/114) which surrounds theassembly body. In response to movement of the player with strap onsensor 101 across the field, the individual lighting elements may eachintegrate a receiving or input sensor 116/118 (these can also beutilized as motion responsive sensors to the player progressions) andwhich are built into the body and which can operating in unison with orseparately from the pressure pads. Also depicted is a zone designation89 for a further selected player 99, reference also being subsequentlymade to the teachings of FIG. 21.

Also depicted at 120 and 122 are audial output (piezo transducer)speaker elements which, as previously described, can operate both withand independent from the light transmitting/illuminating aspects inorder to provide a more realistic and life-like play recreationprotocol. Additional to wireless protocols, also depicted is a wiringarchitecture, see interconnecting lines 124, 126, 128, et seq., fornetworking all of the individual illuminating elements. The presentinvention contemplates either or both of wired or wireless communicatingprotocols associated with the networking of the individual emittingcomponents in order to provide real-time play progressionrepresentations in any of real (or speed adjusted) time.

FIG. 12 is an illustration of an alternate variant of a plurality ofindividual light/sound emitting and pressure sensing elements, see at130, 132, 134, et seq. embedded within a semi rigid mat configuration,see generally at 136, which may be adapted to being placed upon a hardor semi-hard court surface (not shown) as an alternative to theindividual turf embedded elements of FIG. 11. The mat can be provided asa continuous roll of material, as depicted at 138 in the non-limitinguse variant of FIG. 12A, such also possibly including parallel spacedhinges 140, 142, et seq. to assist in storage/portability.

As further depicted in FIG. 12B, other applications include the matbeing constructed of a plurality of checkerboard style inter-attachingpolygonal/rectangular sheets (see at 144, 146, et seq.) or like threedimensional planar portions, each including a subset plurality of theindividual emitting subassemblies. Extending and interconnecting edgesof the individual three dimensional sheets can further includemale/female or other interconnecting features (see at 150 and 152) toassist in interlocking the sheets together in a continuous playingsurface and to further communicate the individual sub-pluralities ofilluminating elements contained within each sheet (such includingcontact edge locations for an in-sheet wired network which interconnectsthe sub-pluralities of lighting elements integrated into each sheet, andso that the sheets can be quickly converted between a stacked/storedconfiguration and an interconnected and edge to edge assembled usevariant.

Additional features can include the use of magnets, straps, undersideadhesives, or the like in order to secure the mat in place upon theunderlying surface (such as a hardball court for basketball). Othervariants not illustrated can further include integrating the lightingelements into a sub surface of a frozen ice rink and which operate withlighting elements sufficiently bright and cool to provide effectiveadvancing light progressions to provide necessary positional training tothe player/skater.

Furthermore, and as depicted at 300 in FIGS. 12C-12D, additional variantdepicts substituting the lighting elements previously described with afaux grass field depiction in which the lighting elements aresubstituted by segregated bunches of artificial andtranslucent/transparent grass bladed bunches (see at 302, 304, 306, etseq.) and which are connected to a processor input/output (again asshown at 23 in FIG. 3 in communication with the sensor arrays 20, 22,24, et seq.) and associated with the control platform. Suitablemanufacturing processes could be employed for artificially producingsections of the turf with artificial translucent blade like materials,with suitable LED, fiber optic, or other type elements being connectedto a selected bunch of blades for feeding lighting patterns to theselective pluralities of the faux grass blades in order to provide thedesired progressing representations.

With particular reference to FIG. 12C, it is further envisioned that theplaying surface of non-limiting design, can include a microscopicallyarranged plurality of contact points or nodes (see at 308, 310, 312, etseq.), these each integrating an associated and microscopically sizedLED, polymer or glass/silica fiber optic, or other emitter which isselectively activated according to any of the previously describedprotocols in order to illuminate the transparent/translucent and usuallyhollowed interior of the upwardly extending and artificially producedturf or grass blade, such further including provision of appropriatelysized and individually formed fiber optic elements which can create thefaux like grass or turf appearance. Additional applications can include,without limitation, providing a field constructed exclusively of lightemitting fiber optic blades of grass incorporating an embedded sensorset. Along these lines, known technical applications of thisfunctionality include without limitation incorporating light obstructionaspects into the sensors, such as which can represent flexible blades ofgrass which have been obscured (stepped on) by the player in order todesignate such as a footprint made by the player.

Incorporating the LED components into the playing surface (such as inrecessed fashion) reduces the incidence of damage to these components ifotherwise configured into the upwardly projecting blades. It is alsoenvisioned that the fiber optic blade variant of FIGS. 12C-12D can,additional to the field design of FIGS. 2-3, be likewise integrated intoany roll or grid attached mat or flat section configurations as shown inFIGS. 12A-12B.

FIGS. 4-8 depict a series of field representations, respectively at 26,28, 30, 32 and 33 and which are understood to denote either or both ofan actual on-field depiction of multi-player positions utilizing thelighting/sensor components of FIGS. 2-3 (and as further described inFIGS. 11-12B), as well as providing for a matching depiction which canbe assembled and communicated by the components for transmission to ascreen based display (e.g., again at 21 in FIG. 3) associated with atable or other monitor displaying processor device. As indicated in eachof FIGS. 4-7, and with continued reference to a non-limiting example ofa football type positional training variant, a legend of variablespresented for each of these views (these interpreted as individualshapes projected upon the field grid display and due to the profilesprojecting from the various illuminating elements), includes each ofOffense Initial Position 34 (circle), Offense Motion (pre-snap) 36,Offense Motion (pre-snap) 36, Offense Movement (post-snap) 38, andOffense Ending Position 40. Additional variants include Defense InitialPosition 42, Defense Motion (pre-snap) 44, Defense Movement (post-snap)46 and Defense Ending Position 48. Also provided are representations forobject (such as game ball) positioning and patterning such as resultingfrom being thrown by a quarterback. To this end, the digitalrepresentation of a game ball can include a physical ball being thrownby a player, with the object/ball integrating sensor trackingtechnology, state condition indication lighting/sound, etc. The presentsystem also contemplates the ball being physically absent however itspath or are being digitally represented upon the playing surfacelighting grid of elements time synced and sequenced with the play'sother component progressions.

Beginning with FIG. 4, a pre-snap replay (on field and/or screen)representation 26 is presented of a light/sensor application withinitial position designations for both the Offense, again at 34, and theDefense, again at 42. It is also understood and envisioned that thedepiction shown herein (again either broadcasted upon the physical fieldof play via the wireless controlled and communicating embeddedlight/sensor components and/or represented on a remote tablet or otherprocessor controlled screen display) can represent any of a number ofdifferent conditions including initial player locations of a replayoffense or defense that an opposing positional player(s) is playingagainst or an offense or defense replay without players.

As further shown, different shapes and/or colors can be projected fromthe illumination of selected groupings of the lighting elements (as wellas represented digitally on the remote screen of such as the mobiletablet or the like) for depicting the offense and defense locations,player position or type (e.g., center, quarterback, guard, etc., in theillustrated variant), such as further depicted in the exemplaryembodiment by blue solid circles for the Offense players (again at 34and further depicting such as a center at 34′) as well as orangetriangular depictions for the Defense players, again at 42. It is alsoenvisioned additional elements can be represented such as defensive zonescheme(s) coverage areas (see 89 in FIG. 9), information messages suchas play name, etc.

FIG. 5 depicts a related pre-snap time synced and sequenced motiondepiction, again at 28, in which the lights/sensors in the field of playadditionally are selectively illuminated in given arrangements in orderto identify a path of player motion (including shifts), this includingarrow being shown at 49 for offense halfback 50 in motion and at 51 foroffense receiver 52 in motion. Corresponding/responsive motions arefurther referenced by defensive cornerback 54 in motion (arrow at 55)and defensive linebackers 56 in motion (arrows 57), defensive safety 58in motion (at 59). As described, additional functionality can includeaudio inputs/outputs (such as piezo transmitter integrated into thevarious field embedded components and/or an audio input/output featureintegrated into the associated screen display program), such recreatinga quarterback cadence, play audibles/changes at line of scrimmage (totest play change adherence) or the like as well as the audial soundtrackprogression of the play with matches varied player motions as depictedby the movement of the player designated shapes along the networkedlighting elements which correspond with the changing/progressing fieldposition representations in real or speed adjusted time for the designedplaybook play, recorded practice play, replayed previous filmed game,etc.

FIG. 6 additionally depicts, again at 30, post-snap movement incombination with initial position and pre-snap motions. This isreflected by offense post snap player movements 60, 62, 64, et seq., aswell as (responsive) defense post snap player movements 68, 70, 72, etseq., it being further understood that not all player movements areshown in the illustrated example and which can each include anaccompanying directional arrow or be represented simply by thefield/court illuminating progressions provided by the changing/advancingshapes, such as also including lines or lighted directional pathsdepicting the route and which are projected upon the field/court and/oron the associated remote device 21, such further offeringconfigurability of line or shape style, color, thickness, blinking rate,etc. much like a Microsoft Excel line chart options. It is alsoenvisioned that route progression rate or speed could further bevisualized by thinner or thicker lines, line blink rates, etc. forvarying player speed execution of a given play (e.g., slow first 10yards and then accelerate after the cut point for the remainder of theplay).

FIG. 7 is an end of play depiction, again at 32, of the arrangement ofFIG. 4 and illustrating end of play positions associated with bothblocking and receiving routes conducted by the offense, see againreceiver at 52′ for a ball being caught by the offensive player for ballthrown according to ball flight path 75, as well as at 50′ correspondingto finish position for running/half back (see also at 50 in FIG. 6) atend of play position. In combination, a responsive depiction of adefensive backfield and/or secondary pursuit relating thereto is furthershown at 78, 80, 82, et. seq.

As shown, the depiction of FIG. 7 aggregates the player position/motions(initial, pre-snap, and post-snap) in combination with the endingpositions, along with the system tracking such variable as ball flightpath (which can also be represented and such contemplating additionalsensors contained in the game ball), ball caught (such as represented bychange of color or intensity and/or by other audible representation),ball snapped, player off sides, etc. Other aspects include identifyingand recording a player's response (such as in regard to an opposingoffensive or defensive player) and in a use version in which a supposedoffensive replay is defended by one or more actual defense positionalplayers. In this manner, an associated software based program associatedwith the present system can provide for time synched and sequencedlight/sound progressions of any number of offense or defense positionalplayers in order to provide enhanced positional (i.e., non physicalcontacting speed and positioning) training of a player and without thenecessity of all players being present on the field. The present systemcan further be modified to add or drop play running routes, motionpaths, coverage areas/zones, and the like associated with any of theplayer positions on either side of the ball (offense and defense) andcan be further modified in order to provide effective positionaltraining to any combination of teammates or opposing players in the samesimulation environment.

As previously stated, and utilizing the system management/control systemdescribed herein, it is further noted that the full scale playprogressions (of the lights and/or drones) for one or more playercomponents can be rewound or backed-up in a step-like fashion, forwardedin a step-like fashion, resumed, slowed-down, speeded-up, have a segmentrepeated, etc. to enhance the learning process much like the controls ona video recorder device replaying a film. Additional features includethe replay system supporting the running of plays from various origins,such as a designed playbook play, an actual recorded practice play, arecorded play from a previous game (e.g., using the IsoLynx recordedinformation), etc. In this manner, the individual components of a play(i.e., 1-n players involved in the play) can be run individually ortogether in a variable rate, time sequenced/choreographed executionshowing “the play” evolving whether it is one player or the combinedteam's play execution.

FIG. 8 again depicts, at 33, a further positional play trainingillustration providing a depiction of play execution including all ofindividual, sub-team, full-team and play practice scenarios withindividual game play, as well as diagramming of on field planned playexecution, run play, routes or other motions with or without plannedplay highlighted on the field, and showing comparisons or actual vs.planned routes (which can be likewise represented in the illustrations)post play execution. Additionally, not shown in drawings, are defensivecoverage areas/zones and analysis and metrics information in fieldmessages which can utilize the lighting arrays to highlight zones anddepict such messages including any of passing execution, late, wrongroute, percentage of speed of play, etc., such information beingviewable on tablet or other control devices as well.

The illustration of FIG. 8 further provides an explanatory illustrationof a route which was not completed as planned, this clearly shown bydirectional arrows 63 and 53, and as opposed to an actual play executionrepresentation arrows illustrated by designation 55 to player indicatedstart position 61, planned ending position 61′, and actual end position61″. As such, the selected field representation of FIG. 8 clarifiesthat, for purposes of the given application described, the fielddesignations presented in the solid line are intended to depict planned,designed, or intended play executions, such as again as to player start61 and end 61′ positions and intended ball or pass route 75 (all indash), with actual play execution again depicted in hashed or variedfield designations 63 and 53.

Additional aspects of the positional play training screen again includethe ability to show designed play executions with dashed, blinking,solid, etc. lines, with additional identification metrics indicatingsuch as play execution actual as opposed to planned (i.e., showing thatthe player didn't complete the route as planned). Other features includethe messages displayed in the embedded field lighting and/or visualdisplay device indicating any message or metrics, such in onenon-limiting example reading “Replay—FAIL, 92%, 10% route variance, thetranslation of which being the object of the play was not achieved(e.g., the pass was dropped or missed by the receiver), the play was runat 92% of actual game play speed, and the receiver was 10% off his/herdesired route.

As shown, the present system is not only a team sport replay andpractice system, but it can also be used by an individual, a sub-teamunit (receivers, linebackers, etc.), or the whole team to practice theirown plays. FIG. 8 captures this aspect of the system and also is anexample of how the replay system is able to be customized orreconfigured for application to other sports such as a gymnastic floorroutine requiring timing, route tracing, etc.

In one exemplary scenario, the system and related computer readablemedium includes each of the following aspects or features:

-   -   A player, sub-team unit, etc. needs to learn, practice, and be        tested on the plays in their “playbook”;    -   The system shows full scale plays (routes) to be practiced on        the field of play;    -   The individual/position player can practice/run a route under        different scenarios with the entire route lit by lights before        the practice play starts;    -   Lights trace the route step by step, along with mechanisms to        highlight route cadence, allowing the player or team to        visualize the route(s);    -   Lights trace the route at partial or full speed, unfolding as        the player does the play;    -   Lights can be controlled so as to run the play without any of        the route lit perhaps after the player learns the play;    -   Lights highlight coverage scheme area and zone(s) a defensive        player(s) is aligned to or responsible for coverage    -   Upon completion of the training play, the field and the coach        control device can show the planned vs. actual recorded route        the player(s) just completed or an exemplary case for a        defensive player did you adhere to the defensive scheme(s)        responsibilities;    -   Analytics and metrics comparing the ideal or practice route        could be calculated based on a number of foreseeable performance        factors (e.g., a relational % difference of two routes, distance        from actual vs. planned end point, actual vs. optimal player        speed, play progression cadence differences, cut point        execution, etc.), as well as providing each of all of a        pass/fail/acceptable rating, a high-level metrics presented with        the field light colors, blinking, or otherwise, illuminating in        a desired fashion to create alpha numeric output values as        feedback; and, in the case of a defensive player(s) example,        analytics and metrics compare ideal and practiced alignment        within a given scheme (e.g., stayed in zone, missed assignment,        separation distance exceeded).

Proceeding to FIG. 9, an illustration is generally shown at 84 of athree dimensional variant of the present inventions and which alsoincludes an arrangement of 2D lights/sensors (such as shown in FIGS. 2-3and as depicted by on field or on screen lighting designations 86, 88,et seq.) in combination with any number of programmable robots (suchterm also hereinafter interchangeably used with either of droids ordrones), see at 90 and 92 and which are positioned relative to acollection of on-field practicing players 94, 96, 98, et seq. The robots90/92 are of a suitable construction and can be integrated with a servodrive which is processor controlled and in turn responsive to inputs(such as associated with the operational program controlling theilluminating field/court advancing light patterns) and such that theyare able to simulate position actions of a given player, such as aquarterback (e.g., including replaying an auditory called play audible,such as to test play change adherence, throwing a ball like a pitchingmachine), or an entire unit or team being on the field when multipledroids are used to execute a play.

As will be described with additional reference to FIGS. 15-17, the useof droids is understood to be multi-dimensional and can include in onenon-limiting application being provided as a component of the presentgrid based lighting represented player training system. Additionalapplications, as will be further described, also include the droidsbeing utilized separately from the playing surface integrated lightingelements, and such as which can be programmed in any of individualizedor plural/choreographed fashion by the associated control platform inorder to provide another variant of team or individual player positiontraining.

As will again be described with reference to FIGS. 16-17, the droids canalso be configured so as to be able to discharge or throw a ball such asis accomplished by a pitching machine or to hand-off the ball (orreceive a hand-off). It is also understood that, additional to the strapworn sensor 101 for any given player (94) any of a body or helmetmounted camera (see further at 103) can be provided which alsointerfaces with the remote process(es) 23 and which provides anadditional recordable or playback digital file associated with the fullscale training platform.

Referring further to FIG. 10, a representation of therobots/droids/drones 90, 92 of FIG. 9 is again provided, combined withthe light representing player positions of FIGS. 4-7, such not beingrepetitively identified however it being understood that therobots/droids/drones 90/02 are capable of being provided in combinedfashion with any number of lights or lighting designations 86, 88, 89,et seq. such as further which can represent additional players to thoserecreated by the droids/drones, again with all of initial position,pre-snap motion, post-snap movement or ending positions. The on-fieldlight grid as also previously described can be programmed additionallyrepresent routes, any of ball thrown/thrown ball positions, ball flightdirections and the like.

The droids or drones 90/92 (which shares some attributes andfunctionality with the prior art Dartmouth droid disclosed in thebackground section) can also be programmed, through appropriatewirelessly communicable processor and servo construction (see againprocess 23) interfacing with the associated operating software program,in order to move at speeds up to (or in excess of) real time accordingto a given play development, to simulate pump fakes, etc. Additionalaspects of the droid/drone design, such as again further referenced at92, can include such mimicking the actions of key positional players (orall players on a given team), can recreate or trace routes (such as awide receiver according to the previous illustrations), can incorporatelights, sounds, etc., in order to simulate status or situational (e.g.,in motion, ball in-flight, ball caught, and ball handed off) conditions.As will also be described in additional detail, the droids each includea drive and operating mechanism such as depicted by non-limiting examplein the Dartmouth MVP player hardware assemblies and which can be furtherconfigured according to the present inventions to operate in timesynched, choreographed manner via a communication profile with thecontrol platform including without limitation any of WiFi, Bluetooth,Bluetooth Low Energy, ZigBee, ANT, NFC (Near Field Communication), orthe like.

The droids/drones can further be programmed, such as again through theirassociated servo and drive controls, to operate at any fixed or variablespeed (e.g., 90%, 100%, 110%) of player or play speed under given gameconditions and which, in combination with the positional playerprogressions associated with the various illuminating depictions,provide an additional realistic aspect to the training protocols. Aswith the Prior Art described Dartmouth droid design, the robots/drones90/92 provided herein are capable of being tackled and automaticallyupright reset, and these can further be integrated with additionalsensors for measuring force and timing of the tackling (e.g., too early,too late). The associated reset or return feature built into therobot/drone construction can further provide for return of therobot/droid to an initial starting position prior to initiation of asucceeding play.

In this fashion, and upon combining the various aspects of therobots/droids 90/92 with the arrangement of the additionalplay/route/player light representations 86, 88, 89, et. seq. (see againFIGS. 2-7), the training or practice team/players 94, 96, 98, et seq.,are repetitively trained to learn plays, with the associated controllingsoftware module recording how the players respond to a given recreatedor replayed play, including measuring reaction time and instructing asto a desired positioning and orientation of the training playersrelative to themselves or the supposed opposite team (again representedby the robots/droids 90/92 and the field light representations 86, 88,89, et. seq. It is further understood that, in the representation shown,not all players on a given side are necessarily depicted and that one ormore training team/players could be arranged to play/train against andnumber (1, 2, . . . 11) robots/drones 90, 92 representing a playrecreation simulating an actual play run by a team in game conditions.As described, the play recreation can be general to an entire trainingteam or can be tailored to a given positional player being trained, suchas further by restricting to the movement of certain robots, lights,etc.

Other related aspects include the system and computer writeable mediabeing programmed to replay a prior recorded game series, such as to runin sequence with exact timing between plays (e.g., first series, nohuddle sequence or simulation). The control platform can also showperformance metrics, including high level metrics which can be displayedupon the field with embedded lights showing alpha-numeric values.

Also shown is a coach input device, at 100, which can again include anyof a tablet or other processor driven device (such as including a touchscreen) for displaying the on field conditions. Additionallyfunctionality can include the ability of the coach to run plays, i.e.,to direct the action of the field lights 86, 88, 89, et seq., and tochoreograph the operation of the robots/droids 90, 92 via the touchscreen table (e.g., such as by choosing a play from an inputted orloaded playbook or game history library/database or drawing or tracingon the touchscreen a desired positioning, route, speed, etc., of thelights and or robots). Additional software based subroutines orprotocols can include automating a series of plays (such as over aseries of downs in the football variant or perhaps a longer series ofplays over an entire quarter). In this fashion, the coach can controlthe performance parameters of any of an entire recreated team (lightsand/or robots), as well as perhaps only (in the instance of a trainingdefense against a supposed recreated offense) limited portions thereofincluding the receivers only, offensive line, and/or individual players(quarterback, running back, etc., for the opposite side (trainingplayers) to practice against.

As again previously described, the system combines both embedded durablelighting and sensors, which can be associated with each of thepositional players as well as the field of play. The lighting can becolor controlled to each of the individual and or the positionalrelationship (such as including route tracing), and the sensors mayinclude readout capabilities for any one or more of speed, force ofcontact, foot pressure or the like. To this end, visual indicators ofevents can include flashing or color changing of the selected lightingpatterns, such as in order to designate player paths, routes, routeoutline, current location, route development, ball flight, etc.

Additional functionality associated with the software module orcomponent extra space includes the ability to record past plays as wellas to assess an opposing side response. Replay speed can be calibratedfor variations ranging between incremental, slow, full or higher speeds.Player location and route comparison modules further provide for metriccomparisons (e.g., speed, location, relative location to others, timing,cut points, cadence, response time to ball throw, etc.).

The system components of the present invention also include, in additionto the durable sensors and lighting components, a control platformintegrating the software component, such as which can be integrated intoa wireless communicating and processor driven hand-held tablets or otheraudio visual device for collecting and displaying the performanceparameters associated with the positional player and team or unit ofplayers.

The robot integration subassembly (see again Dartmouth disclosure) mayalso be included for assisting in 3D simulation plays, including suchspeed control, location, reset and return to initial or next formation,hold lineman, etc. Other player integrated aspects include such as shoesincorporating radio frequency identification (RFID) tags, and pressuresensors for recording positional tendencies.

Other associated hardware components can include the game play ball(e.g., football, basketball, soccer ball, baseball, hockey puck, etc.depending upon the variant) integrating either or both of the lights andsensors which can be further calibrated to designate a given act oroccurrence not limited to the ball being handed off, being in flight,being caught, etc. The use of the various light, sensor, accelerometer,and other input components can also be selectively employed such as totrack specific practice or game play parameters, i.e., the speed, areand/or trajectory of the ball, the desired versus actual route run bythe receiver, and the corresponding coverage route of the defensive back(football variant). Such can also include feedback metrics forinstructing when the positional player is too close, too far away todefend well, and/or is located correcting in the zone defenseestablished by an initial set of game play parameters.

Other advantages of the system include the ability to assist in teamdevelopment of the various players and in particular of the teampractice squad players who usually are not provided the ability to trainagainst or otherwise simulate the speed and precision of the opponent(starting) team. This also assists in player development in order toboth train and measure ability against higher level talent andpotentially recruiting and draft selection activities.

Other envisioned variants can include the provision of hardware dummyrobots, such as which can include a return home function for next playcapability. Other aspects include additional types of input sensors forfeedback capture for determining such incidences (football version) asearly/late tackling relative to a catch, pushing off at the line,release, etc.

Other variants can include embedded cameras within opposing playerhelmets or uniforms, such as for providing image or video capture. Theopposing players can further be outfitted with additional sensors fortracking and or all of impact, accelerometer, location, etc.

Additional features can include depicting the players in differentcolors as dictated by speed/motion, such as including in onenon-limiting instance depicting a pre-snap (football version) with agiven color/sound designation, such as which can be changed upon asnap/hike event. Other algorithmic aspects of the system and associatedcomputer readable medium can include illustrating each of playerdefense/offense schemes, including where the player is or should belocated and where and how fast the positional player should move oncethe play has started. Other aspects can include integrating aquarterback voice and cadence (again football version) to better providefor game play simulation, as well as the ability to record defensepositional setup (locations) against the play being run or simulated.

As will be further described, and without limitation, variations of thepresent system, process and computer readable medium can be modified tooperate with any team based sport again not limited to any of football,baseball, basketball, soccer, hockey, rugby, tennis or the like, each ofwhich providing variations of sensors or other embedded inputs which, incombination with a given software module and any other hardware inputs,can provide for a variety of positional training aspects, such againintended to provide game play real time speed simulation for allplayers, including lower string and practice squad players who may nototherwise have the ability to practice or train in person against toplevel opposing talent. Other envisioned applications can include othernon-sports related uses, such as training in dance, gymnastics, marchingband or other motion based training regimens. It is also envisioned andunderstood that the interactive nature of the individually programmablelights/lighting elements, can be configured to provide holographic styleimages and or to be interconnected in a way consistent with developing“internet of everything” technology in which the individual plurality ofgrid-style embedded lighting components can be programmed withadditional adaptive or self-learning protocols to further assist in therecreation of life-like game training conditions.

Consistent with the above explanation, FIG. 13 is a further detailedfield of view play 160 similar to the representations of FIGS. 2-3 andillustrating a variety of additional configurations made possible by thepresent invention, such including varieties of additional multi-coloredlights patterns (see again at 20, 22, 24, et seq.) and progressions (asfurther shown at 160, 162, 164, et seq.) associated with the game playsimulation options provided by the present system, such furtherincluding individualized designations for showing ball movement, routespeed and changes, as well as embedded pressure or near field sensorsfor measuring and tracking a practice player's response.

As stated, the embedded lights, sensors and the like can be integratedinto an entire field of play so as not to be disruptive to the trainingplayers and other participants. The lights can be multi-colored as wellas independently controllable (such as which will be additionallydescribed in reference to the example of the control platform operatingsoftware in FIG. 15). Additional to the previously disclosedfunctionality of the progressing light patterns, these again beingindividually and collectively in a time progressing fashion showingprogressing motion on the field surface, as well as showing any or allof lines, shapes, etc. representative of player location, movement,etc., the lighting elements can be additionally varied in number andintensity, again in time advancing fashion, for also providing varyingcadences and routes (see as will be described at 170 in reference toFIG. 14).

The density illumination and accuracy level required for a given sportor event can be varied as required for applying a player position,movement or other required replay information (e.g., ball flight). Theassociated control platform can further be connected to the fieldlighting elements in order to control the creation and projection ofshapes, colors, etc., again such as with the objective of depicting eachof initial, progressing and final player paths and positions. Additionalfeatures again include the ability to depict each of ball flight,offense and defense positions, etc. The pressure or near field sensorsdiscussed in FIGS. 11-12 further provide the ability to better measure apracticing players response to the program to lighting element generatedfield conditions.

With further reference to the advancing player light progressions 160,162, 164, et seq. in FIG. 13, it is again understood that thedisplayable shapes and lines are further configurable for establishingany or all of player progressions (shown again via shapes or lines), aswell as the style or shape of symbols progressing in real or (slowed orspeeded up) time upon the lighted practice surface. The speed of phasesof progression (reference again to cadence changes in FIG. 14) can befurther represented by any of line thicknesses, blinking rates, changingcolors, line styles (compare to Excel graphs or charts). The controlplatform software further provides the ability to provide player reviewprojections (either on the actual playing surface field or representedon the digital device screen display) these again being in any ofhighlighted, blinking or other representations not limited to thosedepicted herein. Object ball movement, as previously described, canagain be depicted in the same fashion.

Referring again to FIG. 14, an additional detail field of play view isshown at 170 and which illustrates varying player progressions, withvarying route component speeds and cadences, using different shapes orlines, such being depicted by changing line progression thicknesses(intensity and number of progressing lights being illuminated), blinkingintensity, changing colors, and with different player routes furtherbeing represented or distinguished by different colors, a replay of suchroutes further being envisioned as depicted by any of highlighted,blinking or other representations.

FIG. 14 further depicts these options including, in one non-limitingexample of the associated control platform and operating/communicatingsoftware providing such representations, both of player planned route(see hashed line representation 172), along with a series of actualplayer routes (these further depicted at each of 174 and 180 for a firstplayer representation, at 182 and 184 for a second player representationand at 176, 177 and 178 for a third player representation. As furthershown in the accompanying legend, the actual routes (174/184) can bewider in path or intensity to represent a faster cadence or tempo, withnarrower representations (180, 182) representing slower speeds or tempo.The planned route further can include a slower cadence component 172 anda faster component 172′. Additional (red) colored depictions at 176 and178 alternate with a slower cadence motion 177 for a given playerrepresentation and in order to provide a more life-like and playingsurface generated depiction of a player motion associated with aselected game play scenario. Also depicted at 186 is a blinking flashinginterval designation such as which can denote a ball delivery pattern orother player/object motion designation.

Proceeding to FIG. 15, a diagrammatic illustration is shown at 190 of anexemplary system software setup associated with the control platform ofthe present invention, such including the microprocessor 23 and externalsystem interface (laptop/tablet) 21 in relation to the lighting gridplaying surface 10′ depicted in FIG. 3. Aspects of the control platform,as previously indicated, can include a separately accessible database192 for interfacing the microprocessor/controller 23 with each or all ofa player information database 194 (such as via a cloud storageapplication which provides access to all relevant player data and otherinputs), a video footage input 196 (e.g., such as an IsoLynx system asknown in the technical art), as well as any other desired input system198.

Also depicted at 200 is a communications protocol entitledInputs/Outputs/Communications/Positioning, such again not limited to anyof direct wired communication to at least the embedded lightingelements, but also envisioning any one or more of WiFi, Bluetooth,Bluetooth Low Energy, ZigBee, ANT, or NFC (Near Field Communication)protocols. Also shown interfacing with communications protocol 200 iseach of a drone 90 or 92, a player 94 (such as including any type ofcontact sensor 95 such as integrated into a helmet), and a sports itemor article (see football 226 as further described in FIG. 16D). It isagain noted that the representation of FIG. 15 is intended to provideone non-limiting example of a software driven operational protocol forintegration into a control module for accomplishing each of real timeand progressing lighting (player or ball motion) depictions on thedesired practice field, in combination with providing matchingdepictions on the screen display of the connected processor drivendevice (again any of mobile phone, laptop 21, or digitally and processorenabled large viewing screen which can be communicated with the systemvia the applicable network 200). Without limitation, the systemenvisions user interfaces available in various computing devices (e.g.,coach: tablet, laptop, P.C.; system administrator: PC, laptop, tablet).To this end, the control system with Microprocessor(s)/Controller(s) 23can include any type of processing hardware and control system softwarerunning on a computer(s), cloud infrastructure, etc., and could beinterfaced with different devices depending upon a given activity. It isalso envisioned that proximity-related sensors/communication devices,such as being known within the relevant technical art, can also beintegrated into the assembly for aiding in component (e.g., game object,player, field sensors, drones, etc.) absolute positioning-location andrelative position-location with each component.

As further noted, the communication protocols between each of the fieldsurface 10′, drones 90, 92, et seq., practicing player 94 and game ball226 can be varied beyond the core communications occurring between thecontrol platform process and those integrated into the drones. This caninclude additional dedicated communications streams between any pairingof the above as noted by dedicated protocol designations 301, 303, 305,307, 309 and 311, this additional to the remaining directional protocolsindicated between the other various components of the system. As furthershown at 313, processors and sensors integrated into each of the field10′ and communications protocol 200 can also communicate directly withone another.

FIG. 15A is a further illustration, generally at 191 of a more detailedrepresentation of an exemplary system management architecture associatedwith the control platform of FIG. 15, such providing additional detailas to each of interface, processing and field/device components (seefurther at 25) associated with the present invention. Additionalfeatures of the system interface component (also shown at 21 in each ofFIGS. 3 and 15), include provision of a play creator/builder, suchproviding each of video input and edit, sketch input and edit, scannedinput and edit, and electronic input and edit.

A play cataloger sub-component (also termed for purposes of thisdescription to include any appropriate subroutine or algorithm) includesthe ability to segregate, in one non-limiting application, by each ofteams, players and games. A play execution/trainer provides each of playselector and sequencer, play phrase timing manager and players/sub-unitsdesignations. A further player management component further provides forthe ability to track data by performance history, play history, andcharacteristics and capabilities.

The associated control system component (again at 23 in FIGS. 3 and 15)teaches managing the interfaces with both system inputs and outputs. Aspreviously described, this further includes managing interactions andcoordination/synchronization of the subsystem components, theseincluding without limitation any one or more of lights, sensors,players, drones, or other devices.

As further schematically designated at 193, the subsystems of theprocessing component further include a catalog of functionalities, theseincluding each of:

-   -   Player(s) Management, including each of location and data        capture;    -   Grid (field light/sensor) Management, including inputs/outputs        and data capture;    -   Drone Management, including each of movement, lighting, and data        capture associated therewith;    -   Device Management, including each of movement, lighting, and        data capture associated therewith;    -   User Interface, such as including any of a computer, tablet,        phone, or other voice control component;    -   Light and Sensor Management including any of        capture/acquisition, rendering, and storage; and    -   Analytics for providing any or all of a play comparator and        play/player analyses.

Additional aspects of the field and devices (this drawing on theteachings and illustrations of FIGS. 2-14) includes the followingadditional aspects and capabilities:

-   -   Inputs and Outputs (field/display), such including light        management and play rendering, text, audio, and sensors;    -   Inputs and Outputs (player, devices, and drones), including but        not limited to microphones, sensors (e.g., pressure), speakers,        lights, accelerometers, etc.;    -   Player/Device/Drone positioning, including each of tagging, grid        location, etc. using WiFi, Bluetooth, ANT, RFID, Bluetooth Low        Energy, ZigBee, NFC (Near Field Communication) etc. protocols;    -   Via the system management/control system, the full scale play        progressions (of the lights and/or drones) for one or more        player components can be rewound or backed-up in a step-like        fashion, forwarded in a step-like fashion, resumed, slowed-down,        speeded-up, have a segment repeated, etc. to enhance the        learning process much like the controls on a video recorder        device replaying a film.    -   The replay system supporting the running of plays from various        origins, such as a designed playbook play, an actual recorded        practice play, a recorded play from a previous game (e.g.,        IsoLynx-like recorded information), etc. In this manner, the        individual components of a play (i.e., 1-n players involved in        the play) can be run individually or together in a variable        rate, time sequenced/choreographed execution showing “the play”        evolving whether it is one player or the combined team's play        execution.

Without limitation, the functionalities listed in FIG. 15A arenon-limiting as to any specific application of the present inventions,it being further understood that the devices referenced can also beprovided as activity-related components, accessories, etc., such asfootballs (in a football training application), baseballs (in a baseballtraining application), or such further tailored applications utilizingsuch as basketballs, soccer balls, hockey pucks, without limitation.

FIGS. 15B-15F complement the drone management architecture of FIG. 15Aand further illustrate a series of module protocols according tonon-limiting variants of the present invention. FIG. 15B illustrates anExemplary Play Execution protocol which provides for each of playselection and execution parameters 314, system readiness 316, playexecution/pre-snap 318, play execution/snap 320, and replay playprotocols 322.

Additional subset representations include System interfaces (at 324)such as PC, laptop, tablet, smart device, etc., initial drone and playerlocations (at 326), play motion designations (at 328), play snapdesignation (at 330 designating any or all of drone, device and playermovement), and replay play designation (at 332). Additional designationsreference each of pre-play field tracings (at 334), replay with fieldtracings (at 336), defensive player(s) coverage areas 338 and defensiveplayer(s)—coverage areas and movements (at 340). As additionally noted,the play tracing function can be modified in the case of practicingplayers on offense and drones on defense, so that such tracing isactivated during play motion and/or snap phases in some situations suchas associated with instructing or learning the play.

FIG. 15C depicts an exemplary play builder module utilizing the database192 from FIG. 15A, this providing a menu for uploading a constructedplay, utilizing any one or more of video footage, sketchbook, scannedimages and/or and uploaded electronic formatted playbook. This includesinitial Select 342, create 344, edit 346, and delete 348 steps. Create344 step progresses to a select method 350 step, from which can bedesignated any of video footage 352, sketchbook 354, scanned images 356and uploading electronic formatted play 358. Each of steps 352-358progress to subset protocols (as referenced in FIG. 15C) for selectingand identifying relevant components which are then assembled into a playwhich is uploaded to the play database.

FIG. 15D provides an exemplary flow diagram of a Play Cataloger andManagement System for assigning and storing/saving constructed playsfrom the play builder module. This includes Select 360, create 362, edit364, and delete 366 steps. Create step 362 progresses to each of playbuilder inventory step 368 (progressing successively to each ofClassifier 370, Teams 372, Players 374, Games 376 and Conditions 378subset steps), as well as Practice session history step 380 (progressingsuccessively to each of Classifier 382, Sessions 384, Goals 386, Players388 and Conditions 390 subset steps). Both Edit 364 and Delete 366progress to Access database, select play or playset, perform action,etc., step 392. Database 192 communicates with each of the accessdatabase step 392 as well as any of the subset protocol steps for eachof play builder inventory 368 and practice session history 370.

FIG. 15E teaches an exemplary Play Scripter/Trainer for providing eachof select 394, create 396, edit 398 and delete 400 steps of playspreviously constructed or edited. Create step 396 progresses insuccession to each of access play cataloger step 402, select play andadd to playset step 404, sequence play step 406, select all team,sub-team and specific players involved step 408, add transitions step410 (e.g. time between plays, audible, pre-snap motion and formations)and select replay factors step 412 (e.g., speed percentage such as lessor more than normal speed, continuous play, no huddle). Edit 398 anddelete 400 steps each progress to Access database, select file andperform action step 414. System database 192 likewise communicates withthe access database step 414 and each of the create 396 and progressing402-412 steps.

FIG. 15F provides an exemplary flow diagram of a Play and Replay DroneController for interfacing the operation of the drone(s), field, devicesand sensors, such based on the previously assembled playparameters/records. Reference is made to the verbiage presented in theflow diagrams of FIGS. 15B-15F in support of the above descriptions andwhich includes Key located control system 416, drone managementsubsystem 418, and collection of drone, device, field, sensor, andpositioning subsystems 420.

An initiate play when ready step 422 leads to each of select play fromplaylist step 424, select play execution attributes 426, drone return toplay initiation position/yard line 428, move to play initiation position430, choreographed command sets 432, execute pre-snap activities 434,execute snap and play progression using play execution attributes 436,and return to play initiation position or next play position 438. Steps424-438 communicate with an interface and positioning subsystemsinput/output step 440, with database 192 communicating with all of thevariables in FIG. 15F.

FIGS. 16A-16D illustrate examples of additional configurations to thedrones (previously described at 90/92) which can be utilized as part ofa game play system utilizing the field of play embedded lights/sensors,as well as standalone applications in which the robots/droids areprovided without the field sensors (and such as supported upon aconventional play or practice surface such as shown at 10 in FIG. 1) forproviding any type of individualized or choreographed simulation forproviding positional player and team playing options.

This includes each version of a drone (also interchangeably referencedas a motorized tackling dummy according to a specific footballapplication) which is similar in numerous respects to the originalexample depicted at 90/92, such including padded or otherwise,configured body supported upon a drive chassis or system and which canfurther include a control processor system which can interface with theexternal control platform software (see again FIG. 15) in order to bothcontrol the robot at a desired speed (such simulating real time gameplay, and including speeded up or slowed down according to the practicetempo desired). The robot/drone can also include the ability to provideoutput signals (such as in a two way communicating fashion with thecontrol platform) such as in one instance providing data on impactposition and intensity (such utilizing additional impact sensors builtinto the padding of the drone/tacking robot) and which interfaces withan impact/shock resistant output of the built in control circuitry whichis in communication with the external control platform software 190.

Consistent with the above description, FIG. 16A depicts a first dronevariant 202 which can integrate, into a midsection location 204, any ofa continuous light band 206 or a plurality of individual lightingelements integrated into a similar shaped band 208. FIG. 16B depicts afurther example, at 210, of a further variant of a robot/drone 210, suchalso including a pair of arms 212/214 which can be actuated byapplicable control servo mechanisms built into the assembly in order tomimic certain player motions (such as pass blocking or the like) in syncwith a play's execution. In this manner, the drone may be capable ofextending an arm like mechanism vertically or extending torso likestructure vertically such as to simulate jumping or raising hands whiletrying to deflect a pass.

FIG. 16C depicts a further example of a drone, at 216, which can includesuch as the pressure/impact sensors previously described (these shown at218). Additional integrated microphone locations 220 are also depictedand which can interface with both the impact sensors and the integratedcontrol features within the drone 216 (such as in one non-limitinginstance to provide a lifelike audio output representative of a tacklingevent).

FIG. 16D depicts, at 222, a yet further variant of a drone which can beconfigured with a ball/object delivery mechanism, see side situatedchamber 224, and within which a plurality of balls (see football object226 and baseball object 228) are contained in a plural magazine fedfashion. The delivery mechanism 224 can be modified or configured (suchas defining an interchangeable component configured for holding aplurality of a given type of ball or object) for providing repetitivedelivery of the objects as well as enabling the ability to change ormodify a flight trajectory of the object. This can include, in abaseball feed application, changing ball speed, various simulated hitsand delivery (fastball, change-up, slider, etc.) and, in a football feedapplication, varying between short, medium and longer passes.

For instance, the illustration in FIG. 16D in one exemplary footballtraining application could be integrated into play training and testingsimulating such as a quarterback delivery of a football to receiverswith or without the field light integration. The execution could be asingle play or a scripted series of random set of plays with availableplanned versus actual route execution review.

FIG. 17 is an illustration, at 230, of a detail field of play view, suchas utilizing droid options depicted in FIGS. 16A-16D and in which any ofindividual, unit, or team training occurs, such as again with or withoutan associated grid of lighting/audial/pressure sensors. This includesall of the play progression/cadences previously described in FIGS. 5-8and FIG. 14 and by which an arrangement of drones 231, 232, 234, 236, etseq., are arrayed opposite a practicing squad of practicing players 238,240, 242, et seq. Additional representations are depicted at 231′ and231″ to correspond to intermediate (motion to left) and (downfield)ending positions for drone at starting position 231, such relating toplanned routes 172 and 172′, respectively (see also previously describedin FIGS. 5-8 and FIG. 14).

Practice variants can include each of drone offense teams (or sub-teams)versus player defense unit (or sub-unit), drone defense teams versusplayer offense unit. The play progressions depictions noted andpreviously described can include representations as to how individual,unit and/or team play should unfold/progress. The control platforminputs can again provide a scripted play series (e.g., first drive nohuddle) with actual play time adherence to recreate game likeconditions, and can also control speed of play of the drones (e.g., inone envisioned range being calibrated at 25%-105% of estimated real timegame play speed of a first unit of players as mimicked by the drones).Other additional features again include the control platform and outputfunctionality providing replay of practiced plays with additionalanalytics/metrics for analyzing success (based upon determined metrics)of each practiced play.

By way of additional supporting explanation, the robot or drone relatedaspects of the present system further include such as a system of one ormore drones designed to represent the coordinated execution of a play ofa team member, a unit, or an entire team (e.g., receiver core, linemen,or team of 11 players in football) for the purposes of learning plays,training against opposing teams, evaluating talent, etc. in 3-D (i.e.,full scale replay). In application, each drone is capable ofrepresenting the execution of a play for a particular team member at thedesired speed of replay or execution.

As supported by the above-described, one version of the managementsystem is capable of coordinating execution of 1 to n players (i.e.,drones) in unison so as to represent the replay of play at the desiredspeed of replay or execution. One example execution/variant of thesystem can also be controlled to only have one player execute motionholding, with others still to support coach-player training session andthen have drone in question return and then have drones execute plays inunison.

In this manner, each drone can be independently controlled via theexternal control platform communicating with the on board controlaspects of the given drone, as well as coordinated in the 1-n groupings.In one related application, a sufficient enough plurality of drones canbe coordinated (choreographed) in order to simulate a marching bandpractice with drones.

The ability to control the drones via the external processor drivencontrol platform (such as integrating the aspects of the dronemanagement system) can include any form of single or bidirectionalcommunication protocols built into both the central processor and eachof the on-board processor incorporated into each of the chassis drivendrones. Variants include the use of entirely wireless protocols foroperating and choreographing the individual drones (WiFi, Bluetooth, NFCor any other as disclosed herein). It is also envisioned that the sensorarray built into the playing surface grids of FIG. 2 et seq. can alsoinclude individual transmitting capabilities to assist with ensuringreal time response of the drones to the various instructions issued bythe drone management system portion of the overall control platform.

Other drone applications envision incorporating variable motion andspeed in 360 degrees, thereby making the hardware designs capable ofrepresenting a position player's routing and execution cadence of aplay, such as again in a non-limiting football application mimicking alinemen pulling to block for a running back or a receiving running aroute down the field.

The drones may further be capable of being sized to positionrepresenting (e.g., smaller versions for receivers and defensive backsand larger versions for line men). This could be accomplished viaselectable static models (i.e., non-adjustable) or through a singularvariant that has the capability of expanding a torso-like framevertically and horizontally to provide proper level of sizing. Forexample, a lineman may be wider and taller which can obstruct the fieldof play more than a smaller lineman. This obstruction (e.g., seeingbackfield) adds further realism to the replay system.

Drone options additionally provide for variable weight to better reflectposition and support simulation against players. Through variousapproaches (e.g., adding a manual variable weighting system, separatemodels, adding water), the drone could represent the significantvariance in player weight. Such a system would consider locating acenter of gravity of weight for providing realism to the game playmimicking aspects of the drones. This would facilitate realism intraining said position by offering a more difficult to move, push off,etc. drone (e.g., lineman training exercises).

Additional aspects include the drone capable of being programmable to aplayer's speed, quickness, agility, etc. based on previous playerinformation (see again control platform protocol of FIG. 15 incombination with the drone options of 16A-16D). The drone is furtherconfigurable, along with the center of gravity design, to be capable ofbeing tackled and of righting itself if knocked down.

The associated drone management system integrated into its internalcontrol platform can be connected with suitable return or GPS locatingfunctionality to support a return home motion for next play position orrepeat of a previous play. Such return home functionality uses drone andplayer location tracking and planned destination to provide on-goingroute planning to the returning robots so as to not run human playersover during return home/return to position process. Such drones can alsointegrate an onboard camera system for providing an additional trainingmetric in combination with both the onboard and external controlplatforms.

Consistent with the above descriptions, the drones may have onboard GPS,near-field, etc. system (and human players too) for recording ofrelative positions, as well as providing audio output capability, suchas quarterback droid for calling plays, audibles, snap count, etc., tosimulate play for offensive adjustment by team (i.e., offensive playersand/or defensive). This simulation is part of training system to see ifplayers react correctly to play changes. The data caching aspects of thecontrol platform further provides for recording player movements,locations, etc. throughout play execution.

Additional features include the drones incorporating variable lightingsystems (see again FIG. 16A) to highlight state levels including such aspre-snap, post-snap, ball in flight, ball caught, ball snapped/hiked,ball handed off, etc. Integrated lighting and audible output mechanismsalso provide the ability to communicate or indicate state situation(e.g., defensive player tackled drone prior to ball be received, playermoved early and touched drone to indicate an off-sides situation).

Additional variants envision providing specialized drones for specificneeds of position, this including such as a Quarterback drone capable oflaunching football for pass play execution or potential handoff and aKicker/Punter-drone capable of projecting ball down field to simulatekick-offs and punts for return team practicing (or extending theQuarterback drone to project the ball as if it were a kick/punt). It isfurther envisioned that the drones employed will possess the ability tochange behavior by programmatically changing the servo mechanismoperation mode for different positional needs, via the drone and controlmanagement system. For example, and according to one non-limiting,exemplary application a drone employed in the present system could beprogrammed to either of the following:

-   -   Defensive drones with configurable algorithms to emulate        allowable defensive player pursuit movements (e.g., bump within        certain number of yards of the scrimmage line, stay within 3, 4,        etc. yards of player, stay in front of player) and/or align with        a emulate a given defensive scheme(s) and their variants such as        (e.g., 3-4, 3-4 Cover 3 Zone Blitz, 4-3, 4-4, 5-2) using        scheme-based assignments, rules/roles, and the like. Further        they could be controlled to have a number of them based on        proximity, position, etc. to pursue in a pack or swarm like        fashion in pursuing the offense player. There also would be        governing capabilities based on max drone speed, closing        distance, and remaining field area to stop the pursuit.    -   Linemen drone with configurable algorithms so as to provide a        configurable movement “resistance/pushback” or        “resistance/advancement” setting so as to emulate a player's        resistance to either being pushed back or pushing forward much        like a lineman against lineman.

An associated drone management system, such again utilizing the onboardcontrol platform which can operate independently and along with thecentral control platform of the system, can contain communicationmechanism(s) to communicate and control any number of the drones as partof any simulated practice play scenario as described herein. Onefeatures can include the collected onboard drone data being sent back tocontrol system, logged in a database, and available for future analysis,replay, review, etc.

Such a drone management system records a number of practice plays perplayer, team, etc. and can also record such things number of tackles,impact levels, etc. and provides replay analytics. Additional benefitsof such a system include less impact on players, variable speed/skilltraining and the like.

Additional analytic aspects of the invention can further includeadaptation of the associated control system and software platform tosupport player performance algorithms based on collected inputinformation. Examples of these can include:

-   -   Player route performance compliance: compare route progression        and cadence, deviation, location relative to planned ball flight        (catchable or not), timing, etc. with playbook route plan;    -   Playbook testing: system projects play name on field or audibly        says plays and player performs route while being recorded.        Provide output report on adherence to play, pass/fail, etc.;    -   Team execution play adherence such as what % of players followed        the play's design;    -   Team formation testing: show positions or use drones to        represent offense and defense schemes and ask what play or setup        should be executed;    -   Player/team blocking performance (e.g., which player blocked        correct opponent, what % of players blocked correct players).        Measurement could be captured, recorded, and analyzed by sensing        opposition drone(s) being touched or pushed by player(s).

The associated replay system overview of the envisioned system providesfor a full scale replay and practice system for individual and groupactivities (e.g., sports, band practice, law enforcement obstacle coursetraining) where recording, learning, replaying, comparing, replaying,practicing, etc. routes, outlined movement sequences, line progression,etc. are an element of perfecting one's or a team's performance. Otheraspects of the system can include providing on field demonstration ofpreviously run (actual or practice) plays, such also includingbroadcasting such prior play representations in front of a live audience(such as during a half-time intermission of a game event).

The system is intended to support and individuals practice or learningthrough a control system of recording, designing, comparing, etc. wheredifferent mechanisms are used as the training platform:

a) A controllable system of lights, sensors, etc. integrated into thefield of activity to:

-   -   i. Demonstrate the designed/planned progressions (e.g., player        routes, team routes, band practice, martial art forms) and/or    -   ii. Record, replay, compare, etc. an individual's or team's        progressions with the designed progressions        -   and/or (can be used separately of in combination)

b) The use of controllable (individually, coordinated, subset)drones/droids/robots to

-   -   i. Demonstrate the designed/planned progressions (e.g., player        routes, team routes, band practice, martial art forms) and/or    -   ii. Practice, record, and replay one's or team's performance        against one or set of individually controllable        drones/droids/robots

Through the use of aforementioned system and technology, playerlearning, evaluation, practice sessions, etc. can be done moreefficiently (e.g., reduced resource/practice team need), effectively(e.g., full-scale visualization, speed adjustable, repeatable), and withpotentially less injuries.

Aspects of any type of robot/drone/droid (referenced below as drone)system details include, both as may have been previously listed and ornewly listed below, each of the following bullet list features:

-   -   A control system using one or more drones designed to represent        the coordinated execution of a play of a team member, a unit, or        an entire team (e.g., receiver core, linemen, or team of 11        players in football) for the purposes of learning plays,        training against opposing teams, evaluating talent, etc. in 3-D        (i.e., full scale replay);    -   Each drone being capable of representing the execution of a play        for a particular team member at the desired speed of replay or        execution (e.g., 79% speed, 100% speed, 105% speed);    -   A drone management system being capable of coordinating        execution of 1 to n players;    -   Drones acting in unison so as to represent the replay of play at        the desired speed of replay or execution. One example        execution/variant of said system can also be controlled to only        have one player execute motion holding others still to support        coach-player training session and then have drone in question        return and then have drones execute plays in unison (subset        feature includes each drone being independently controlled as        well as coordinated in 1-n groupings;    -   Drone management system contains communication mechanism(s) to        communicate play to run, ability to control one or more drones        as part of play subset, ability to draw play and subsequently        execute, etc.;    -   Collected onboard drone data is sent back to control system,        logged in database, and available for future analysis, replay,        review, etc.;    -   Drone management system records number of practice plays per        player, team, etc. Also records such things number of tackles,        impact levels, etc. and provides replay analytics.    -   Drone management system coordinates execution of drone features        according to proper timing (e.g., launching football, raising        appendages, changing heights) required of play execution;    -   Control system manages determination and display of situation        conditions (e.g., interference with receiving player off-sides        by touching drone or being across the scrimmage line at time of        play execution);

Drone functionality details may further include, both as previouslyarticulated and as additionally referenced, any one or more drawn fromthe following bullet list:

-   -   Drones have variable lighting system to highlight state levels:        pre-snap, post-snap, ball in flight, ball caught, ball in        flight, ball handed off, etc.;    -   Integrated lighting and audible output mechanisms also provide        ability to communicate or indicate state situation (e.g.,        defensive player tackled drone prior to ball be received, player        moved early and touch drone to indicate an off-sides situation);    -   Specialized drones (drone functionality) for specific positional        needs:        -   Quarterback drone capable of launching football for pass            play execution similar to pitching machine used in baseball            or potentially handing off to a player. The Drone would be            capable of holding a number of footballs for repetitive            plays;        -   Each device object (e.g., football) contains a device/method            for real-time tracking of its location so as the control            system can determine, flag, and report situation conditions.            An example would be to determining during the practice            play/session whether a defensive player arrived too early            knowing relative location of football, the defensive player,            and the receiving drone. Touch sensors on the receiving            drone could also be incorporated in determining the state            condition;        -   Kicker-drone capable of projecting ball down field to            simulate kick-off, punts, etc. for return team practicing;        -   Defensive drone with configurable algorithms to emulate            allowable defensive player pursuit movements (e.g., bump            opposition player within certain number of yards of the            scrimmage line, stay within 3, 4, etc. yards of oppositional            player, stay in front of oppositional player) and/or align            with a emulate a given defensive scheme(s) and their            variants such as (e.g., 3-4, 3-4 Cover 3 Zone Blitz, 4-3,            4-4, 5-2) using scheme-based assignments, rules/roles, and            the like;        -   Linemen drone with controls algorithms to provide a            configurable movement “resistance/pushback” or            “resistance/advancement” setting so as to emulate a player            either being pushed back or pushing forward much like a            lineman against lineman.    -   Drone is capable of being programmed to a player's speed,        acceleration/quickness, agility, etc. based on previous player        information. Adjustments can be made to increase or decrease        factors changing the performance difficulty of the training        opposition.    -   Drones have audio output capability such as quarterback droid        for calling plays, audible, snap count, etc. to simulate play        for offensive adjustment by team (i.e., offensive players and/or        defensive). This simulation is part of training system to see if        other players react correctly to play changes. System records        player movements, locations, etc. throughout play execution.    -   Drone supports variable motion and speed in 360 degrees thereby        capable of representing position's routing and execution cadence        of a play such as a linemen pulling to block for a running back        or a receiving running a route down the field.    -   Drone options provides for variable weight to better reflect        position and support simulation against players. Through various        approaches (e.g., adding a manual variable weighting system,        separate models, adding water) the drone could represent the        significant variance in player weight. System would consider        center of gravity of weight for realism in conjunction with the        gravity/weight-based self-righting system. This would facilitate        realism in training said position by offering a more difficult        to move, push off, etc. drone (e.g., lineman training        exercises).    -   Drone may be capable of being sized to position representing        (e.g., smaller versions for receivers and defensive backs and        larger versions for line men). This could be accomplished via        selectable static models (i.e., non-adjustable) or through a        singular variant that has the capability of expanding a        torso-like frame vertically and horizontally to provide proper        level of sizing. For example, a lineman may be wider and taller        which can obstruct the field of play more than a smaller        lineman. This obstruction (e.g., seeing backfield) adds further        realism to the replay system.    -   Drone may be capable of extending arm like mechanism vertically        or extending torso like structure vertically such as to simulate        jumping or raising hands while trying to deflect a pass.    -   Drone is capable of being tackled and righting self if knocked        down.    -   Drone management system supports a return home functionality for        next play position or repeat of previous.    -   Return home functionality uses drone and player location        tracking and planned destination to provide on-going route        planning so as avoid human players and other drones during        return home/return to position process.    -   Drones have an onboard sensor array to measure impact forces and        location from events such as tackles, hand checks, etc.    -   Drones may have onboard GPS, near-field, etc. system (and        players too) for recording of relative positions.

Additional analytic considerations including those both previouslyreferenced and listed as follows:

-   -   Control system supports player performance algorithms and        analytics based on collected input information. Examples        include:        -   Player routing performance compliance: compare route            cadence, deviation, location relative to planned ball flight            (catchable or not), timing, etc. with playbook route plan;            in the case of a defensive player(s) example, analytics and            metrics compare ideal and practiced alignment within a given            scheme (e.g., stayed in zone, missed assignment, separation            distance exceeded).        -   Playbook testing: system projects play name on field or            audibly says plays and player performs route while being            recorded. Provide output report on adherence to play,            pass/fail, etc.        -   Team formation testing: show positions or use drones to            represent offense and defense schemes and ask what play or            setup should be executed.        -   Team execution play adherence (e.g., what % of players            followed play design).        -   Player/team blocking performance (e.g., which player blocked            correct opponent, what % of players blocked correct player).            Measurement could be captured, recorded, and analyzed by            sensing opposition drone(s) being touched or pushed by            player(s).        -   Player tendency identification: identify player movement            propensities and biases during play execution.

As previously described, aspects of the drone management system (DMS)software and methodology components can include utilizing an existingprocessor controlled and chassis driven assembly, known and non-limitingexamples of which again including any of the mobile devices of TeevensU.S. Pat. No. 9,427,649, Kastner US 2016/0375337 and Peterson US2013/0053189, with the choreographing software and operating algorithmsof the drone management system and which enable scaled real-timetraining protocols for operating any plurality or combination of dronesin any of individual or team-integrated fashion in order to providelife-like training protocols for practicing players/individuals. The DMSprotocols can include the provision of the following components andconcepts which enable the integration of any number of operatingalgorithms into the DMS such again including automated operatingprotocols for directing pre-set motions of the drone (or drones) such asin football with the offense mimicking drones training a defensiveplayer (or players) with additional algorithms enabling real-timeadjustment of the algorithmic operating protocols of the drones such asin football with the defense mimicking drones for responding to offensetraining player(s).

Understanding that the following represents each of components, conceptsand applications which may have been described at least once previously,a condensed listing of such DMS dedicated functionalities is againstated as follows:

Key Components

-   -   Drone management system or DMS (i.e., a computer-based system        with inputs, outputs, savable media) controlling and        coordinating the movement of 1 or more drones, devices, etc.,        essentially choreographing plays; and managing “play” recording        and execution.    -   Drones with the ability to represent a person's 2-dimension        movement on a surface augmented with audio and visual inputs and        outputs and sensors. Specialized drones for throwing, kicking,        arm movement, etc. are included.    -   Positional location of drones, associated devices, and involved        players to provide input to DMS for drone movement execution.    -   Drones and devices with audible inputs and outputs, visual        outputs, and various accelerometers and sensors to measure        impact, object/player proximities, etc.

Key Concepts

-   -   Drone management system capable of orchestrating and        coordinating in a choreographed manner one to many drone        devices, emulating the full scale execution of players/people        movements with the aim through drone training to increase the        play or movement execution effectiveness of participants in an        activity    -   Sports examples: football, basketball, soccer, etc.    -   Other: police (SWAT) and military tactical obstacle course        training (drone representing assailants), routine development        (band practice, gymnastics floor exercise), etc.    -   Execute designed (i.e., playbook), game performed, practiced,        etc. plays using full-scale, on-field offensive and/or defensive        positional drones    -   Includes play development adjustments such as inclusion of        replicated (drone performed) player motion, quarterback audible        (real time play adjustments)    -   Choreographed drone movement        -   Play execution with adaptable algorithms based on opposing            team response        -   Defensive schemes with adaptable algorithms based on            offensive play response            -   Smart defenses: rule-based defenses, zone schemes, man                schemes, etc.            -   Parameter-based: stay within x-feet, in front of player,                between receiver and quarterback, etc.    -   Precision controlled drones capable of emulating player        movements        -   Variable play execution with the ability to rewind and fast            forward support stepped back and forward, etc., play            progressions        -   Variable play speed execution (e.g., 10%, 20%, 90%, 110%) to            allow human player to learn and improve performance        -   Location, speed, acceleration/deceleration control        -   Players-specific execution and movement capabilities. For            example, support ability to program a given drone to            represent oppositional player(s) or high-level positional            performer attributes (e.g. notable National Football League            professional football players of past and present including            Barry Sanders, Walter Payton, J J. Watt, Von Miller, Deion            Sanders, etc. with playbook moves and representative speed            and quickness    -   Player development analytics        -   Playbook knowledge and execution        -   Identifying player tendencies        -   Positional performance and training metrics            -   How well defended against drone? Did they interfere?            -   Response to quarterback audible            -   Quarterback defense recognition such as formation                testing/identification            -   Defensive positional players adhering to designed                scheme(s) execution goals, rules, etc.

Additional aspects of the replay system overview provided by the dronemanagement system envision its use within a full scale replay andpractice system for individual and group activities (e.g., sports, bandpractice, law enforcement obstacle course training) where recording,learning, replaying, comparing, replaying, practicing, etc. routes,outlined movement sequences, line progression, etc. are an element ofperfecting one's or a team's performance.

The system is intended to support and individuals practice or learningthrough a control system of recording, designing, comparing, etc. wheredifferent mechanisms are used as the training platform:

c) a controllable system of lights, sensors, etc. integrated into thefield of activity to:

-   -   i. demonstrate the designed/planned progressions (e.g., player        routes, team routes, band practice, martial art forms) and/or    -   ii. record, replay, compare, etc. an individual's or team's        progressions with the designed progressions and/or (can be used        separately of in combination)

d) the use of controllable (individually, coordinated, subset)drones/droids/robots to

-   -   ii. demonstrate the designed/planned progressions (e.g., player        routes, team routes, band practice, martial art forms) and/or    -   iii. practice, record, and replay one's or team's performance        against one or set of individually controllable        drones/droids/robots

Through the use of aforementioned system and technology, playerlearning, evaluation, practice sessions, etc. can be done moreefficiently (e.g., reduced resource/practice team need), effectively(e.g., full-scale visualization, speed adjustable, repeatable), and withpotentially less injuries.

Benefits of utilizing the programmable and choreographed drones includeless impact on players, the ability to provide for variable speed andskill level metrics in the programming by the drone management systemand the adjusting the same for any number of practice team members (downto the individual level).

FIG. 18 is a general representation at 246 of a baseball diamondapplication of the present system incorporating a lighting grid pattern(not shown) in combination with a ball delivery droid (such aspreviously described at 222 in FIG. 16D) and providing for both ofplanned and actual fielder designated responses additional to ballflight depictions. Each of planned 248 and actual 250 field responsemotions are further indicated in response to ball flight designations,these shown at 252 and 254.

Apart from the variants described and illustrated herein in which thelights are projected upwardly from the playing or practice surface,additional envisioned embodiments can include substituting the lightgrid surface with pre-positioned light illuminating/projecting (e.g.,such as laser or the like) components at various elevational and angledlocations for projecting onto such a surface any or all of start, finishand continual progressing patterns (again according to any varyingshape, pattern, size, line thickness or representation as described indetail throughout FIGS. 4-8) and at any speed or rate of progression. Anapplication of this type may further envision the light projected (playor practice) surface also including any type of receptor or magnifyingelements, such as which can assist in representing with better detail orclarity the light patterns projected form the remote/elevated locations.Related features can include the elevated/remote projecting components(alone or in combination with the play/practice surface) having theability to project holographic images of any object (player, ball,tackling dummy/drone, etc.) relevant to the desired play, practice ortraining regimen employed.

Other envisioned applications may include non-athletic trainingprotocols, such as associated with law enforcement, martial artstraining, or military close quarter training scenarios, and which can inparticular utilize any or all aspects of the present system (field orsurface integrated lights/sensors and/or programmed drones) in order toreplay tracing of positioning of the practicing individual during coursetesting in particular as to movements and timing.

With reference now to FIGS. 19-30, a series of illustrations areprovided of additional variants of the present invention which combineaspects of light progression/tempo along with a more detailedexplanation of specific pressure sensor applications which can beincorporated into the practice field or court surface. As will bedescribed, and without limitation, the present invention contemplatesincorporating variants of lighting elements, including but not limitedto light-able artificial or faux grass blades which incorporate any typeof LED, polymer or glass fiber optic, or like illuminating elementswhich are operable via sensors which can be combined into theturf/playing surface along with any suitable pressure sensor array inorder to provide player progression depictions (both actual andintended), and which can further include separate variable depictionsfor acceleration, deceleration, and constant speed between start and endpoints. The additional pressure sensor variants allow for providing anyof multi-dimensional analysis of player impact location, degree, etc.,such as which can be further used in injury assessment or otherdiagnostic functions.

FIG. 19 presents, generally at 500, a combination diagrammaticillustration showing multiple representations of a player distance(subset depiction 502), velocity (depiction 504), and acceleration(depiction 506) components, such as occurring over a practice playiteration according to one non-limiting application of the presentinvention, such including depictions for a designed player route only,designed player route vs. actual route performed, and designed playerand game object route and path vs. actual route and path. As furthershown, the disparate components are additionally combined into thecomposite depiction between start time 508 and play ending time 510representations.

A linearized view of the planned route is shown for comparison andincludes a linear component presenting an arrangement of subsetdepictions between the start 508 and end 510 representations and whichare represented by linear acceleration component at 512, decelerationcomponent at 514, subsequent acceleration component at 516, and constantspeed component 518.

The composite depiction is intended to integrate multiple components andwhich include a planned play direction representation which is intendedto show a play route (such as in a football training iteration) beingrun by the practicing player. The directional play components areintegrated into a linearized depiction along with a planned routerepresentations and including acceleration component 512′, decelerationcomponent at 514′, subsequent acceleration component at 516′, andconstant speed component 518′. In application, an overlay or side byside comparison of planned versus actual layout of progressions can beprovided for a player to see a cause of variation in a route (i.e.,wrong path, wrong acceleration/deceleration, velocity, etc.)

Additional feature representations can again include any audialdepiction representation (at 520), such again contemplating the use ofspeakers or other audial generating components, and which can beintegrated into the composite representation at a designated cut point.Other optional emitting audible sounds can be timed for major pathchanges such as cut point or direction changes, thus allowing foraugmenting the learning process with audible timing elements. Otherroute enhancing features can include such as different colors, shapes,etc. for route progression target zones for quarterback throws, whenlooking back to the ball, fakes, etc.

The on-field or separately reproduced directional play componentdesignations described above can further exhibit any of varying width,color, blinking, or other flashing depictions, markers, etc., such as tohighlight route progression trajectory movement dynamics. A routeleading or “rabbit” indicator 522 traces an advance path of the playerfor peripheral visual following. Other non-limiting depictions which canbe represented in the composite representation or remote recreated imagecan include such as for each of progression target zones 524 and lookingfor ball/at quarterback 526.

Such “route leading” provides for easy path following: this can includehaving ¼, ½, etc. second peripheral indicator ahead of the practicingplayer (i.e., indicating where the next step or two should be) to assistwith performing routes at full speed. Route speed adjustment indicatorscan also be integrated into the on-field or separately producedrepresentations with real-time light-based path indicators instructingthe practicing player whether they are ahead of, behind, or have reachedan out of threshold deviation in the designed progression.

Additional route comparison diagnostics (on-field and user controldevice) can be provided which show any of unfolding progressioncomparisons, start and end point comparisons, sections of a route runtoo fast or too slow, deviated from path (cut early or late as comparedto FIG. 19 designations. In this manner, the concept of tracking errorwith the designed versus actual route provides a measurement of a degreewhich planned versus actual routes differed.

In this manner, the tempo depictions provide the ability to analyze andcompare, either or both in an on-field representation or utilizing thesuitable user controlled device such as a tablet or other processordevice with a suitable display, for each of unfolding playerprogressions (planned vs. actual), depicting the start and end-pointlocations, as well as showing sections of a route which are run too slowor fast or which deviate from a designated path (i.e., the practicingplayer has cut early or late from the intended route).

As depicted in FIG. 19 in combination with the previously describedvariants, the present system provides for player training of acompetition event by combining the playing surface upon which is arrayeda grid of lighting elements and sensors, along with the processor anddatabase communicating with arranged grid of elements and which isoperable to outputting a series of time elapsed commands. In thismanner, a sub-plurality of the lighting elements (such as againincluding LED, polymer or glass fiber optic, or other elements depictedin earlier embodiments) are illuminated to represent an initialposition, with additional sub-pluralities of lighting elements beingprogressively illuminated in a time elapsed fashion to replicatemovement of the positional player between the initial position and aplay ending position. Consistent with the previous describedembodiments, a routine progression script module can be incorporatedinto the processor and database for illuminating on the playing surfaceat least one designed start to finish player path in accordance to themovement's planned jerk, acceleration, and velocity progression changes.

The progression script module can further illuminate on the playingsurface an actual start to finish player path along with said designedplayer path, with such illuminated player paths further including any ofvariations path colors, widths, or blinking.

Proceeding to FIG. 20 a further graphical depiction, generally at 528,is provided of a plurality of field highlighted and intended routeprogressions which correspond to sequential options associated withoffensive training team players, see quarterback (or QB) 530 andreceivers 532, 534, and 536 according to a given play iteration. Theprogressions are further shown by individual pluralities of spaceddepictions at each of 538, 540, and 542.

The progressions can also each include a subset plurality of depictionswhich correspond to planned/intended route locations of the playersduring the play iteration, these shown at 538′, 540′, and 542′ (innon-limiting representation can include a different colored or shadingdepiction). A further plurality of field representations or progressions544 represent a travel of a game object (see ball 546) above thepractice surface and can include a sensor in the game object whichinteracts with the associated processor control system in order tohighlight its travel. Along with the object's planned and actual flight,it is envisioned that the quarterback's 530 field of vision/view cone(at 537) can be highlighted on the field in context of the play orroutine execution for play performance coaching and review.

In the exemplary play execution illustrated, the quarterback 530 throwsthe football 546 along the highlighted path 544 with the intended secondroute progression play 540 at intended location 540′. In furthernon-limiting fashion, previously described FIG. 16D is envisioned to actas or replace quarterback 530 during practice sessions/play iterationsand is capable of football 546 delivery with the associated progressionlocation, timing, etc.

Example of using varying field lighting to highlight areas of importancesuch as for route progression. The figure shows three target areas forthe quarterback to throw the ball. These could have different colors,shapes, numbered (1), (2), (3), etc. for quarterback and receiverinstruction, including intended ball flight. Due to the nature of playexecution relying on highly coordinated procedures with correct spacing,timing, location, etc. (in football and other mentioned activities), thepresent invention provides a visual learning and review approach toimprove upon current approaches. In this example, through the durationof the play, the required coordinated quarterback and receiver(s),timing, location, etc. are critical to successful play execution.

FIG. 21 is a further graphical depiction 550 of a further plurality ofbox shaped field highlighted depictions such as corresponding to zonedefense responsibilities for defensive training team players 552, 554,556, 558 and 560, with individual zone depictions correspondingly shownat 562, 564, 566, 568, and 570. Without limitation, the depictions canbe varied to correspond to any sport or training event.

As further shown, selected player 556 is positioned outside of his/herdesignated zone, this resulting in the corresponding zone depictions 566being further illuminated in bold and/or flashing representations asopposed to those shown in the other zone depictions 562, 564, 568, and570 in which their assigned corresponding players remain within thedesired zone locations according to one possible training protocol. Inthis application, a suitable sensor can be supported on the player and,in communication with the field embedded sensors associated with theidentified zones, operates to identify whether the player is maintainingposition within the zone. As further understood, the associated controlprogram and processor inputs can be constantly updated in real time tochange the zone parameters or responsibility to ensure correct trainingpositioning of the practicing players such as during the course of afast moving play iteration.

It is also envisioned that drones, such as utilized in FIGS. 16-17, canbe integrated into the system of any of FIGS. 19-21 according to anydesired training protocol. Further examples of using the lighted fieldfor defensive play training (again FIG. 21) depict players setup in azone-oriented defense. Capabilities include the routine progressionscript module interfacing with the processor for both highlighting thedesired defensive zone coverage areas (both static and real timeprogressing) as well as highlighting when a player is not in theirdesigned area of coverage. This could be shown in a replay context of anactual play and how the defensive positions' respond. For replays, theball flight could be shown relative to the designed play's target area.The routine progression script module incorporated into the processorand database also includes illuminating on the playing surfaceadditional sub-pluralities of lighting elements representing a typicalplayer's assigned blocking or defensive tasks.

Such alternate applications of the progression/tempo depictions caninclude for track and field line progressions, such utilizing the sametechnology for track and field training, including pace setting(training, record times), relay team handoff zones, high-jump approach,long and triple jump stride points, etc. Other envisioned applicationscan include for supporting marching band training with scripted playerpathing for band designs, gymnastics routines, and multi-player designedroute coordination, and where timing, coordination, spacing, etc. areelements critical to the designed routine outcome.

Proceeding to FIG. 22, a depiction is generally shown at 572 of ablocking scheme associated with a further variant of the presentinvention utilizing field embedded pressure sensors (reference beingfurther made to the non-limiting examples of FIGS. 24-27). The depictionrepresents a non-limiting football training scenario with offensive anddefensive player locations and directions noted, and can further includea detailed breakout depiction (see at 574) between a subset trainingroute (e.g., wide receiver versus cornerback), and with a completedepiction of player routes, blocking assignments, etc., shown to theright. It is further noted that the depictions using the lighted fieldor player surface can show player position, movement, and blockingassignments at full scale on the field of play. These would be shownindividually, grouped, or selectively picked according to the intendedtimed progression or at various percentages of designed speed (e.g.,30%, 90%, 105%) as a percentage of real time or full speed.

FIG. 23 provides a ground force measurement depiction, generally at 576,and utilizing the embedded field sensors measured in Newtons over time.In comparison with subsequently disclosed FIGS. 24-25, the ground forcemeasurement depiction provides effective evaluation of a given pressure(such as foot) imprint which measures each of X and Y impact variablesalong with footstep duration.

Solid line representation 578 shows a particular training playersbaseline profile under ideal conditions (e.g., no injury or priorexperienced impact). Additional dashed line representation 580 furtherdepicts an example of a change in a player's gait and can be indicativeof a suspected injury or post-impact or collision type situation whichmay require further diagnosis.

A single mean GRF representation can provide a multi-dimensionaldepiction which provides for time-based variation of pressure at givenlocations in order to provide an effective map of a practicing player'stravels upon a field or court surface, both in terms of position andexerted force in any of one, two or three dimensional variants. Alsoenvisioned is an algorithmic template comparison, etc., approach can beprovided in order to identify significant changes for a given player(i.e., player specific because the GFR curves are unique to a givenpracticing player), and before providing the required alert/alarm as tonoted changes in the player gait or other measureable variables.

Further referenced in FIG. 23, the typical vertical GRF profile and someof its key point and statistical features can include a characteristic Mshape having a peak force for heel impact and push-off. Ground reactionforce features (GRF's) identify the counteracting pressures placed onthe practicing player's foot as it comes in contact with the floor andcan be delivered in any of vertically, laterally, and fore-and-aftdirections. When these pressures are measured over the time of afootfall, a GRF profile is acquired.

FIG. 24 is an illustration generally at 582 of a player gait cycle forright 584, 586, et seq. and left steps 588, 590, et seq. as is generallyknown in the art and which combines a number of features associated witheach of right and left progressing footprints, among these includingeach of base of step length, stride length, the width of the walkingbase and foot angle (degree of toe out of the angle of the gait). Takentogether, these variables define a typical gait which can be measuredfor a practicing player. As further noted, the distance and timemeasurements tie into the pressure/load measurements as described inFIG. 23. The spatio-temporal variables which are part of the standardreference to describe gait can include any of step time, stride time,stance time, single limb time, double limb time, swing time, cadence,and speed.

With reference to the subsequent illustrations, the present inventionenables the ability of the pressure sensor variants described herein tomeasure a player's walking and running gait profiles (i.e., profile'sstatistical characteristics) and then periodically/continuously comparethem to the data obtained from the field embedded sensors looking formeasurable differences or deviations between the baseline (as referencein FIG. 25) and currently recorded information and, once discovered thenalerting the training and coaching staff of these potential conditionalchanges (e.g., injury, concussion symptoms). The profiles would beviewable on a display device.

Consistent with the above disclosure, FIG. 25 provides a repeatingseries of representations of each of a normal gait cycle 592, a highvariability in step width gait cycle 594, a high variability in steplength gait cycle 596 and a right step length longer than left gaitcycle 598, any of the succeeding three gait cycles (once compared to thehealthy gait 592 parameters) being potentially indicative of a postimpact diagnosis. These exemplary variations of post-contact gaitmodification again can result from an on-field impact event or contact,such as a chronic traumatic encephalopathy which is used to describebrain degeneration caused by repeated head trauma. Collectively, theillustrations are used to make the case gait change detection by knowinga baseline and then ongoing measurement during player practice or gameplay.

In order to provide a better explanation of the embedded pressure sensorvariants, reference to FIGS. 26A and 26B is provided of perspectiveillustrations of pressure transducer elements according to known designsin the Prior Art. In the case of FIG. 26A, an individual pressuretransducer element 600 of known design is depicted and which can includean enclosure 602 supported upon a PCB base 604 and within which aresupported any plurality of individual sensor stacks 606, 608, et. seq. Aplunger element 610, 612, et seq., is arranged atop each sensor stackand, in combination with an arrangement of flexures 614, 616, et seq.,responds to an application of force exerted upon an upper mostpositioned actuation element 618 which is located above the plungers inorder to output a signal through the PCB base layer which corresponds toan indication of a degree of pressure exerted at a given time incrementand axial or multi-axial direction upon the transducer.

In the further instance of FIG. 26B, a different version of amulti-axial force sensor is shown generally at 620 and which includes aflexible base layer 622 into which is integrated a multi-axial forcesensor array including an arrangement of outward radial sensor pads 624,626, etc., which can extend from a central location 628. Depending uponthe interval and degree of applied force experienced upon the pad, aplurality of output signals corresponding to a multi-axialrepresentation of the exerted force are converted (such as 630) and thenoutputted through lines 632 to a separate processor.

Without limitation, field contact point pressure indicators work incooperation with associated lighting (e.g., LED, polymer or glass fiberoptic, or other) embedded elements in order to provide a visualidentification and representation at the pressure sensor location, suchincluding by non-limiting example a light indication of a practicingplayer hitting the field with a certain pressure level foridentification of potential concussions and injuries. In such anapplication, field sensors would be additionally associated with theplayer or playing gear and could include such as an embedded pressuresensor incorporated into a helmet.

The control or system management hardware and process control platformof previously described FIGS. 15-15A is further again understood to beassociated with the devices, sensors, location, etc. and, takentogether, can show each of location and degree of impact with differentlight indicators based on pressure and could be further calibrated tonot provide any designation in the instance of the impact not reaching agiven player's required threshold representative of the minimal amountof contact necessary to represent the likelihood of an impact injuryevent.

Without limitation, this can be configured so as to be player specific,such as in the instance of a one hundred and ninety pound player havinga different limit as compared to a three hundred and twenty poundplayer. Along with envisioned artificial intelligence (AI) and MLpattern recognition routines, the threshold could vary if the area/shapeof the area impacted was identifiable (e.g., helmet, body shape,footprint). Any of a number of protocols (NFC, WiFi, GPS, etc.) may alsobe utilized to identify distance of the helmet from the field and toidentify and aid in both associating and identifying the player.

FIG. 27 provides an environmental illustration at 650 a plurality of thetransducer elements 600 integrated into a continuous mat and which canin turn embedded in the playing surface (and such as which is furtherdesignated by turf surface 652 which projects a designated distanceabove a top of the integrated pressure sensor mat array as depicted byuppermost actuation elements 618. The depiction of FIG. 27 is understoodto easily substitute the alternate pressure sensor transducer 620 ofFIG. 24B or any other suitable pressure sensor configuration which isintegrated into a plurality of such elements supported within a matlayer, such as which can extend the entire surface area of the turn orother practice surface.

In this fashion, and upon the player/participant stepping upon the giventurf location above a given sub-plurality of the sensors, any of asingle or multi-axial representation of each of force, direction,duration, etc., is outputted to the associated processor control forsimultaneous depiction upon the practice surface (such as via the lightelements which can be sewn into, connected to, etc., the turf along withthe pressure transducers/sensors) or which can be outputted to aseparate processor enable display for presentation, analysis, storage,playback, etc.

FIG. 28 is an exploded perspective of a single axis ground forcemeasurement embedded pressure sensor array, generally at 660 accordingto another non-limiting variant of the present invention. The pressuresensors can be incorporated into elongated tape-like elements (one ofwhich is depicted at 672 separated from an overall turf representation674). The sensor elements can be arranged according to any grid orlattice-type arrangement, with each including an end-most locatedsensing area 676 (these also shown in plural fashion embedded in thegiven field surface).

Also depicted at 676 is an audial output, such as a piezo transducer, orlike speaker element consistent with the previous description of FIG.11. Additionally provided could also be a motion sensor which isrepresented at 678. Additional light or LED sensor and emitting elementsare depicted at 680 (similar to as shown in FIG. 12C) and assist inproviding desired visual representation of pressure contact locationsand which can again include representing degree/severity of contact insingle or multi-axial representations according to light or colorintensity ranges or the like.

FIG. 29 is an illustration, generally at 700 of a roll-up matconfiguration which is similar to as previously shown at 142 in FIG. 12Aand illustrating a further variant of combination light and pressuresensor embedded field array. Consistent with the previous disclosure ofFIG. 12A, individual sensor elements 702 can be embedded within the mat(such as in the form of plural sensors integrated into a sheet layer)and with each individual sensor being further envisioned to include bothpressure and light emitting components consistent with any of thepreviously described embodiments. Turf elements (see individual blades704) can be integrated into the mat similar to as previously describedin FIGS. 12C-12D and which can communicated with the light indicatingcomponents associated with each individual sensor in order to providetargeted illumination patterns (including tempo and progressionillumination as previously described) in combination with any desiredpressure readings/displayed patterns. Without limitation, it is alsoenvisioned that the multiple and inter-attachable mat sections 144/146previously referenced in FIG. 12B can be augmented in similar fashion toFIG. 29.

Additional envisioned approaches include associating the sensed pressurewith a given location on the practice field. This could include eachsensor or sensor mat section being uniquely identifiable and associated(via the control system and software architecture previously describedin FIGS. 15-15A) with both its location in the field and associated withthe player. Additional applications can include the player's locationbeing tracked and associated with a respective area on the field wherepressure is sensed. As previously described, the present inventionfurther contemplates the use of any known proximity-related sensortechnology as is known in the art which can aid in component (gameobject, player, field sensors, drone, etc.) absolutionpositioning-location and relative position-location associated with eachcomponent.

FIG. 30 is an illustration, generally at 710, of a combination ofmultiple pressure sensor containing sheets or multiple single sensorswhich are integrated into a single vertical axis ground forcemeasurement analysis assembly similar to that depicted in the relatedvariant of FIGS. 28 and 29. Consistent with previous embodiments, thepressure sensors are arranged according to any grid or lattice-typearrangement, with each presenting a sensing area within the turf orfield surface.

LED sensors (consistent with those previously described) can beintegrated into turf elements (such as again including individual lightemitting fiber or polymeric blades of grass 712) and assist in providingdesired visual representation of pressure contact locations. Alsodepicted at 714, 716, et seq., are pressure sensor components and whichcan include any of multi-sensor embedded sheets as depicted in FIG. 31or single sensor configurations as shown in FIG. 32.

FIG. 31 is an illustration of a given sensor sheet 720, such as a piezoelectric sheet which can be integrated into the assembly of FIG. 30 andwhich would be layered underneath the grass blades or turf. Alsodepicted is a graphical representation of a pressure map (at 722) of anexemplary application force distribution associated with the sensorsheet and which can include multiple color coding for varying appliedpressure ranges associated with readouts provided by a plurality ofadjacently located sensors (individually or multiple integrated intosheets).

FIG. 32 is an illustration of a single sensor configuration 730 such aswhich could be integrated into the field construction of FIG. 30alternative to the sheet assembly of FIG. 31. Without limitation, thesensor can be integrated into a thin and flexible material whichrequires only a low power input (see via wire 732) and which, upon apressure sensor reading, issues an output via line 734 to an associatedexternal processor.

FIG. 33A is a pressure mapping illustration, generally at 750, of aplayer impact depiction both on a field surface as well as on a userscreen according to the present invention. Representations include thoseshown at 751 for an intended route and 751′ for an actual route ran. Asecond route representation is shown at 751″ for an intended route and751′″ for an actual second route ran. Also shown at 751″″ is an overallpicture in picture depiction. Additionally shown at 753 is aquarterback's field of vision/view which (similar to that shown in FIG.20) can be highlighted on the field or display in context of the play orroutine execution for play performance review and coaching.

FIG. 33B is a subset illustration taken from FIG. 33A of a static impactdepiction, further at 752, associated with the field embedded sensorarray and such as which can representatively indicate each of foot 754,hand 756, and helmet/knee/shoulder 758 contact locations in which thepressure and light sensors communicate to illuminate the contactlocations. FIG. 33C is a succeeding depiction of FIG. 33B andillustrating a time-based sliding impact representation 758′ succeedingfrom the initial impact (such as of the helmet/knee/shoulder asrepresentatively shown) and which further provides for pressure gradientdepictions such as corresponding with the graphical displays of FIG. 23.

Consistent with the prior disclosure, the representations of FIGS.33A-33C provide the ability to create any multi (singe, two, three,etc.) dimensional as well as time elapsing images or maps of a player'spressure contact profile associated with the play surface. Additionalfeatures include the ability to compare impact readings measured by thepressure sensors with preset parameters or variables associated with thecontrol program and, in response to a determined reading exceeding theparameters, providing a suitable notification to check for a potentialinjury event.

The pressure range aspect can also be integrated in combination withgait analysis profile reading aspects of FIGS. 24 and 25 in order toprovide a fast and effective means for identifying when a player mayrequire evaluation for an impact related injury not limited to chronictraumatic encephalopathy (CTE) or other brain type injuries. In thismanner, CTE identification can be aided by measuring and comparing topreset or baseline values any combination of a players typical gait,foot pressure distribution, etc. recorded from the field, both normaland post injury or impact measurements, and which further results from acompared measurement exceeding a given threshold value. Patternrecognition and machine learning can also be integrated into the controlsystem and, in combination with continuously building data relating tohuman anatomy variables, can be used to identify body areas/appendagesassociated into a players contact points (e.g., hand, foot, back).

It is also envisioned that the field pressure sensors would support playperformance and injury monitoring by recording the sensed pressuresduring route or play execution. By non-limiting example, single andmulti-dimensional foot plant, landing, etc., pressures are envisioned tobe recorded, time synched or aligned, and presented along with theintended and actual play progressions.

In this manner, the present system allows for continuous measurement ofcontact pressure/impact with a playing or practice surface surface,including alerting user/coach/training staff when determined valuesexceeds normal (for a given individual) contact pressure. Otherdetectable and comparable readings can include for any of torsionalstress/pressure (i.e., for ankle, achilles, knee, turf toe, etc.injuries—over use—over stress), and the like. As further previouslydescribed, the pressure reading and detection system can alsoincorporate player worn sensors (body or helmet) in combination with thegait analysis protocols of FIGS. 24-25, as well as including the lightsensor arrays of FIGS. 19-21 and the use of any game object or throwingdrone functionality.

In operation, the integration of ground reaction force and pressurefeatures into the full-scale practice and training system (andextendable to actual competitive game play) provides key features aimedat player health, safety, and performance monitoring. Specifically, thesystem's full-scale field with embedded sensors enables the coaching andmedical staff to determine and continuously monitor 1) player-fieldimpact forces and 2) player gait changes, thus enabling early detectionof potential injuries a player may have sustained during practice orgame play.

Alternatively or in combination with the pressure sensing aspects of thepresent system, the integration of the embedded lights enhance thenotification and visualization of these events and changes throughhighlighting field impact locations and visual alerts when impact forcethresholds have been exceeded or significant gait changes are occurringsuch as after a significant collision with the field or another player.

Having described my invention, other and additional preferredembodiments will become apparent to those skilled in the art to which itpertains, and without deviating from the scope of the appended claims.The detailed description and drawings are further understood to besupportive of the disclosure, the scope of which being defined by theclaims. While some of the best modes and other embodiments for carryingout the claimed teachings have been described in detail, variousalternative designs and embodiments exist for practicing the disclosuredefined in the appended claims.

I claim:
 1. A system, for providing player training of a competitionevent, comprising: a playing surface upon which is arrayed a grid oflighting elements and sensors; a processor and database communicatingwith said grid and operable to outputting a series of time elapsedcommands; a sub-plurality of said lighting elements illuminating torepresent an initial player position; additional sub-pluralities oflighting elements being progressively illuminated in a time elapsedfashion to replicate movement of the positional player between andinitial position and a play ending position; and a routine progressionscript module incorporated into said processor and database forilluminating on said playing surface at least one designed start tofinish player path in accordance to the movement's planned jerk,acceleration, and velocity progression changes.
 2. The system asdescribed in claim 1, further comprising a game object incorporating anadditional sensor in communication with said routine progression scriptmodule.
 3. The system as described in claim 1, said illuminated playerpath further comprising any of variations path colors, widths, orblinking.
 4. The system as described in claim 1, said routineprogression script module incorporated into said processor and databasefurther comprising illuminating on said playing surface additionalsub-pluralities of lighting elements representing the player's targetedpass reception progression zone, player field of vision/view cone,assigned blocking, or defensive tasks.
 5. The system as described inclaim 1, said routine progression script module incorporated into saidprocess and database further comprising illuminating on said playingsurface additional sub-pluralities of lighting elements representingzone defensive areas.
 6. The system as described in claim 1, furthercomprising said routine progression scrip module incorporated into saidprocess and database illuminating on said playing surface an actualstart to finish player path taken in accordance to the movement'splanned jerk, acceleration and velocity progression changes.
 7. Thesystem as described in claim 1, further comprising a self-propelleddrone positioned upon the playing surface operable to deliver the gameobject.
 8. A system, for detecting player injuries during a practice orcompetition event, comprising: a playing surface upon which is arrayed agrid of pressure or ground force detecting sensors; and a processor anddatabase in communication with said pressure or force detecting sensorgrid and being operable to obtain and compare detected values of atleast one of a player contact with said playing surface or a postcontact irregular player gait and comparing with preset values containedwithin said database.
 9. The system as described in claim 8, furthercomprising a recording and notification protocol for communicating tofurther player diagnosis or evaluation either of a recorded force impactvalue or an irregular player gait.
 10. The system as described in claim9, said recoding and notification protocol further including a lightedgrid array incorporated into said playing surface and operable by acontrol system for providing a visual representation or identificationof either of an excessive contact or irregular gait.
 11. The system asdescribed in claim 8, said grid of pressure or ground force detectingsensors further comprising any of piezoelectric, resistivepiezoelectric, or capacitive sensors.
 12. The system as described inclaim 8, further comprising said processor and database identifying anyof pressure, torque, shear associated with a player contact.
 13. Thesystem as described in claim 9, said recording and notification protocolfurther including generating of pressure distribution maps whichrepresent multiple force identifying locations.
 14. The system asdescribed in claim 8, further comprising a flexible sheet of material inwhich are incorporated said grid of pressure or ground force detectingsensors, said sheet in turn being embedded in said playing surface. 15.The system as described in claim 8, said detected values of at least oneof a player contact with said playing surface or a post contactirregular player gait further comprising detecting and comparing atleast one variable selected from distance, time, or load.
 16. The systemas described in claim 8, further comprising a player wearable impactsensor in communication with said processor and database for recordingon field player impact, collision, or hit force or pressure.
 17. Asystem for providing player training of a competition event, comprising:a playing surface upon which is arrayed a grid of lighting elements andsensors; a processor and database communicating with said grid andoperable to outputting a series of time elapsed commands; asub-plurality of said lighting elements illuminating to represent aninitial player position; an additional sub-plurality of said lightingelements illuminating to represent an initial game object position; andfurther additional sub-pluralities of said lighting elements beingprogressively illuminated in a time-elapsed fashion to replicatemovements of the player and game object between their initial and playending positions.
 18. The system as described in claim 17, furthercomprising a self-propelled drone positioned upon the playing surface.19. The system as described in claim 18, further comprising the droneoperable to deliver the game object.
 20. The system as described inclaim 17, further comprising additional sub-pluralities of said lightingelements being illuminated by said processor and database to provideactual movements of the player and game object.